SANDBOX
IDENTITY vs UBIQUITY
DESIGN 6 SYSTEMS, COMPREHENSIVENESS & INTEGRATION
Identity vs Ubiquity
Beyond the historic cityscapes shaped by individual edifices, buildings today have more roles to play than being symbolic for our cities in an age of climate crisis. In seeking sustainable solutions, new paradigms break from architectural tradition with emerging technologies, which allows new geometries to be constructed with lighter construction materials. The use of robotics and codified assembly processes to explore different outcomes in structure and infill, has moved from research experiments to the AI robotics construction industry. Patrick Schumacher believes that parametricism has brought a paradigm shift from Euclidean geometry as leitmotif of our age. But can these processes be applied in ways which will not obliterate cultural uniqueness in architecture? How do we build for the future without losing our complex identities?
Kenneth Frampton’s “Studies in Tectonic Culture” argues that the conscious cultivation of the tectonic tradition in architecture is essential to the future development of architectural form. Frampton provided a perspective on modernity and the avant-garde where structural innovation and tectonic imagination in constructional form and material character were integral to architecture as trajectories from the past. This intertwined histories of architecture and people is about humanistic and tangible aspects specific to civilisations and their geopolitical influences. Amos Rapoport’s “Culture Architecture and Design” explains why socio-cultural considerations are important in distinguishing the designer’s personal subjectivities from real user needs. But if we see solutions only as technical systems transferable from one context to the next, oblivious to climate and culture, then we would have no capacity for subjectivity in our design thinking. We will only have ubiquity. Thus the ability to understand interrelationships is essential before we can develop new ways of seeing and thinking in a range of studio design processes. Design 6 explores how architecture is a system and a means to social ends where design thinking and value judgements balance key considerations in an integrated response to all the needs of a project in a comprehensive manner.
Joseph Lim Associate Professor, Dr. NUS ArchitectureModule Description
This programme aims to develop a high level of competence in comprehensive and integrated building design, where the architectural whole is approached as a complex of systems (of production, technology,infrastructure and so on), in turn embedded within larger systems (of ecology, economy and so on). Under the guidance of their tutors, students will research and refine a conceptual system of concerns to be fully explored and developed in their architectural proposals. This involves a critical and nuanced understanding of architecture as a synthesis between constituent parts and their whole, and the creation of a whole that is greater than the sum of its parts.
Students will sharpen their competence in research, design thinking, operational skills and communication. This semester is intended as a summation, demanding that students take informed design positions incorporating all 18 studio themes they have covered. As the conclusion of this foundational sequence, students are expected to show advanced architectural thinking that will form the basis for embarking on the masters programme at DOA. They should deploy advanced and mature representational techniques to communicate architectural ideas. Design projects at this stage will also demand a holistic awareness of the issues related to the environment, climate, context, technologies and building.
UNIT 01 AN OVERVIEW
Studio Leaders
Dr. Joseph Lim (Year Leader, Unit 1 Leader) Associate Professor; PhD (Heriot-Watt University), MSc (University of Strathclyde), BA Arch (National University of Singapore); Registered Architect, Singapore
Ar. Adrian Lai
Adjunct Assistant Professor; AA Diploma, BA Arch (National University of Singapore); MSIA, ARB Registered Architect, Singapore and the United Kingdom
Ali Reda BA Arch, BSc Arch (University of Sydney)
Ar. Raymond Hoe M Arch, BA Arch (National University of Singapore); RIBA, MSIA, ASEAN, APEC, Registered Architect, Singapore
Ar. Lawrence Ler
AA Diploma, BA Arch (National University of Singapore); MSIA, BOA Registered Architect, Singapore
Preamble
“Veteran Columbia (University) bar-goers will say that some of their finest memories and fondest friends of their college experience were made at the bars near campus” The Sandbox brief is an opportunity for upstream imagination, contrasting with the institutional context of Parental expectations of institutional accountability in our nanny state prevent such building to ever materialise in any campus master plan but this Unit recognizes that programs and activities associated with exuberant social recreation are an essential counterpoint to studios, labs and workshops as engines of creativity but most importantly, for student life to be meaningful. Sandbox programs have a nightlife dimension and are accessible 24/7 so it does not mimic the sports-oriented nature of Stephen Riady Center.
Sandbox does not compartmentalise itself from the city. Building usage is not conceived in isolation from sociological, environmental, and organizational challenges which are as important in the evolution of architecture. What wider intentions? Most significantly is the energy debt from previous generations. An energy debt now to be repaid through newbuilds. To mitigate resource depletion, we look at typology, topology, airflow, solar path, daylight, food, rain, and wastewater as potential resources in a puzzle that can be harnessed into a system which is integral with activity, material culture, form, space, structure and landscape.
Background & Site Location
Nested on a slope with its own vehicular access and sunset view of Pasir Panjang, SDE 2 was a bunker of old wetlabs frozen in time between SDE4 and the CELC. The multi-level site offers potential to de-bunker this fortress into something really useful instead of another award-seeking entry for sustainable ideology. Techno Edge has underutilised floors above a canteen that does not provide food in the ‘witching hours’ when creativity is rife. The collage of design and engineering techno labs change character from upslope labs to the designerly studios downslope but there has been no real centre of free spirited creativity since 1975. Imagine an out-of-character frontage to the sleek institutional blocks connected at different levels to elevated pathways and the natural slope. It will be accessed by all campus inhabitants and the city from shuttle buses and pathways along Kent Ridge Crescent and Kent Ridge drive with a visible frontage stronger than SDE4’s end elevation.
Objectives
a. Program brainstorming of experiential sequences or disjuncture, as interior, exterior and as thresholds between the two.
b. Constructive solid geometry processes to discover voids, connections, pathways and tessellations.
c. Environmental concerns can be initiated with technical explorations based on salient architectural responses through site disposition, usage and appropriate forms of technology consistent with research and its translation into a material solution.
d. Instead of form driven approaches, studies in interior composition are encouraged including interior elements of form which define thresholds, pathways, internal courtyards, atria and weather screens.
CONTENT PROJECTS
Studio Joseph Lim
Creature Comforts
by Claire WongThe Artisan’s District
by Deidre PuarThe Center Stage
by Guan Xin StephanieVices & Indulgences
by Jeremy TangEden’s Apple
by Jimena HurtadoInside Out by Loo Wan Hong
Escape by Lee Yu-Chieh
Heart of Vibrancy
by Natalie Joan LimBoxscape: The Surreal Experience of Staggered Boxes
by Natalie TohThe Layered Void by Seah
Jia JunThe Experience Machine by Shi Yu Jasmine
(Bob)Studio Adrian Lai
Serendipity. Desire. Engagement: SDE
by Adrian SohBathhouse by Joel Wong
The Soundbox by Joshua Lim [ The Serendipity Loop ] by Nicholas Pua
“No Thoughts, Head Empty” by Rachel Teo
School of Anger Dissipation by Shervon Tan
Loquacity by Esther Chan Atypical by Hannah Sng Oasis Unwind by Su YishanCONTENT PROJECTS
Wham! Bam! Pow!
by Andrew Cheah“Eden” Emotional Healing Retreat
by Chew Yee TengSnakes And Ladders by
Denyse ChanHarmonic Hub
by Izzuandy Bin ImranThe Mind Journey by Joey
LeePeace in Tranquility
by Sheena TayPower Up!
by Siti Nur’ DiyanaAnti Hedonism Faculty
by Stefan GrossTeacosystem
by Theodore Tan by Watt Sook Ling The Connoiseur Smoke ShopCONTENT PROJECTS
Studio Lawrence Ler
Untitled by Anees LowLost and Found
by Chan Chee MengGroove!
by Christine Sherin LimRelax-O-Rama
by Darien TooThe Faculty of Re-Identification
by Jason TangEden’s Distillery
by Landon DingOasis in Motion
by Lim Yan YingThe Unplugged Hub
by Mabel ChungJungle Arena
by Yang YuhaoSTUDIO JOSEPH LIM
Creature Comforts
by ClaireWongThis project aims to create a tranquil escape from the realities of university life. As part of the brief, the existing SDE2 building block is slated to be redeveloped into an ideal sandbox that breaks the mould of typical university amenities, and create an ideal future campus for students in 2040. Thus, this project’s starting point was researching and surveying Gen-Z and GenAlpha students’ needs and wants for future campus programs. Ideas of mental health and academic stress is placed on
On the same line of thought, initial site analysis brought forth a fascination with the existing greenery and landscape of the site. This led me to the creation of volumetric studies that centered around internal courtyards that would serve as areas to inject trees and greenery onto the site.
The architecture is anchored around a central courtyard, with volumes that stagger and terrace around the center. a gradient of wet and dry programs are designed such that water related activities cluster around the entrance facing Techno Edge, so that when one traverses across the site, it takes users on a journey towards dry activities with more private spaces. Staggering of floorplates act as a spatial strategy that separate thresholds of private and public. This also allows new steel structures to be introduced to support and in the process, highlight new floorsplates amongst existing RC columns that are kept as part of an adaptive reuse strategy. Layered translucency in the form of breeze blocks and louvres is implemented in the design to achieve a constant visual connectivity between a range of public to private programs. Finally, large overhanging roofs provide shade and shelter amongst the tall canopy bridges that connect the four blocks together.
The Artisan’s District
by DeidrePuarThe Artisan’s District is a multi-functional space designed to promote cross-disciplinary collaboration between artists, designers, and students. The space incorporates a labyrinthian-inspired design, featuring multiple interconnected paths which lead to various galleries, ateliers, retail shops and recreational activities. The architecture of the space is characterized by an industrial aesthetic, featuring concrete and wooden spaces: concrete indicating the workshop areas, and wood indicating the retail areas - the intention was to use material as a form of wayfinding. The project was driven with a brutalist style approach with the intent of setting the building apart from its surroundings with the vast use of concrete and monumental hierarchy of heights in the form. The space also features hidden rooms and nooks that encourage exploration and unprecdented activities.
This project aims to cater to both hobbyists and non-hobbyists -implementing niche programs such as taxidermy, perfumery, weapon forging, dressmaking and more. The idea was to create a “Sandbox” for everyone - the hobbyists who possess their obsessions, and the non-hobbyists who are the normies who seek to simply read a book or dine at a cafe in their everyday life.
Overall, The Artisan’s District would be a cross-disciplinary project that fosters collaboration, creativity and learning while providing a platform for the public to pursue their passions and obsessions.
The Center Stage
by GuanXinStephanieThe project aims to create a community sandbox catered towards the student body.
In the current NUS environment we can observe that the population of student body often gathers together among friends and peers to conduct and hold activities that are often carried out for leisure or as a casual and outgoing performance. At the same time, inidividuals can also be seen seeking out spaces within the school compound to carry develop their hobbies and interest. Often times these hobbies would come in the form of an art be it in the martial kind or the performance kind.
Hence, the design is centered around a community and activity driven space, seeking to combine professional and casual activities in order to create both public and private space catered towards the activities of the students in NUS.
The sandbox is a series of rooms and open air spaces, terraces and a lifted ground floor varying in transparency which provides the users with a variety and range of activity spaces that that they desire to use. The building provides a large amount of multi- purpose studios that can be used for activities ranging from dance to sporting to simple gatherings. These studios vary in transparency as some studios have see through walls for those who are more keen to display their talents while other studios are completely opaque for a more private space. The main space in the project is a professional performance stage which can be repurposed as a nightclub space or for any other large scale activities.
Vices & Indulgences
byJeremyTangIf there is one place in school which allow students to hold fond memories of, it is this sandbox. A sandbox where programs and activities binds users; students, staff and the public together with no judgement of one another. A sandbox where it is an escape from the conventional rules; where there are no boundaries and limits on what you can or cannot do. A sandbox where doing shisha, experimenting new alcohol flavours, or even speaking against the government is the new normal. A sandbox where you come together with like-minded people, talking about controversial ideologies without the need to worry about other people’s opinions about you. Users will unfold layers of the sandbox through understanding spaces and constantly exploring new hideouts through subtle hints which are located all around the sandbox. This journey starts of with the exploration of the public circulation and spaces , which allows the building to act as a convenient bypass for users between Kent Ridge Cres, SDE building clusters and Techno Edge. This circulation is crucial in increasing footfall and convenience into this sandbox, at the same time where more users can discover and enjoy the space. Users will need to spot the disguise and change in materiality for them to find the entrance to the hidden spaces. Once entered, they will be served with a myriad of options within the hidden space. From a secret projection space which allow banned movies, to a social smoking zone where vaping and shisha won’t get you caught, to even a stage with alcove seatings and bar where you can listen to the experiences of a politcally exiled person while trying experimental alcohol flavours which were created by students from the school. In the event where a raid happens, users will be able to exit through different routes planned for them so that they can escape unscathed. Users of the space need to know where these escape routes are hidden at.
The sandbox journey is delicate, unfolding the layers more as you experience the initial journey of just using the public spaces, to indulging vices which are unconventional in the hidden space, to actually feel what it’s like to escape when activities are disrupted by unwelcomed visitors. Once users complete the journey, they will realize that the have unlocked the full potential of what the sandbox brings.
Eden’s Apple
by JimenaHernandezHurtadoIn 2040 the harsh rules of the university and the singaporean government will domesticate the thinking, self-determination, self-government and individuality of the people. This will lead to conformist human beings that accept the status quo.
As a proposal is a building that empowers students to reclaim their autonomy and agency over their own life choices and university matters without being subjected to the campus or singaporean jurisdiction.
Accordingly the building incorporates a beer brewery, metamorphosed into a tower, where the brewing process takes place from the terrace floor and going down in between the different spaces until it reaches the ground floor where the bar looks into the fighting arena. Surrounding this other programs take place like a tattoo and piercing shop, as well as a weed café and bakery. On the topmost floor is the terrrace where the hops, malt and weed production occur.
Inside Out
by LooWanHongInside Out is conceived from the tensions and constraints given in an educational facility setting of the university where “vice/Illegal/Undesirable” activities are barred from being carried out. However, acts of betting, bypassing of restrictions and rules still occur as it brings about the excitement and adrenaline people feel when these actions are carried out, often in secret.
The project aims to be a building that provides a secret space for our inner craving for adrenaline-fueled experiences, hidden in plain sight amongst the normal activities in the school setting. By bringing in the landscape from the steep terrain, past the blank wall where the existing brick staircase meets SDE2, the site, the diagonal cut results in two main volumes of space, a triangle and the rest, which later cosist of the main space, the drum. The main space of the arena aims to be a central space which the secret members can overlook a fight and the engaging activity on the ground stage, while vhaving a drink and enjoying the event unfolding. The roof of the arena is where the secret satellite room is located,streaming and accessing banned clips and lectures from broadcasting stations all over the web, in real time.
A short walk across the link bridge from the inner secret drum to the outer facade of the triangle leads us to the secret library space, hosting banned materials, books and films such as “To Singapore, with love”. This library wraps around a public cinema room, above a cafe where commuting of the public space occurs.
With different personality of the two geometric forms, Inside Out thus becomes a building which acts an escape from the grasp of the “governance” and rules, a building of celebration, liberation and release.
Escape
by LeeYu-ChiehThe design concept is to create a space that students and people could possibly escape away from their daily life. Pods of rooms are embedded in the concept from the start so that people can hide themselves from the hustle and bustle and enjoy their own time either concentrating from their work or relaxing. To create this kind of harmony space, these pods are lifted to higher level and accessed from the roof garden. As for the lower level of the building, a series of staircases with platforms elevated at different level are built to guide people going down the hill. Due to the different elevation of these platforms, though it is located inside an open space, people can still find it comfortable to stay there. At the start of this project, a series of pods are designed to cater to different needs. However, due to the scale of the pods and the scale of the original SDE2 structure, these pods could not fit into old structure properly. Therefore, these pods are given its own structure. Voronoi is used as a way to separate the spaces into smaller pods in its best proportion and size. It also result in a forest-like ground level garden. Pods on top are shading the lower level, creating a comfortable space for people to stay.
Last but not least, the ground level is planted with more trees and natural landscape, merging the voronoi structures with tree trunks and blurring the boundary of indoor and outdoor, manmade and nature.
Heart of Vibrancy
by NatalieJoanLimThis project aims to alleviate the current phenonemon on campus: a lack of opportunities for student expression due to regulations and constraints. The design strives to induce free expression of self and allow showcasing of student talent, which is achieved through creating inviting and flexible spaces that allow for the appropriation of users.
The building is divided into 4 main programs: spaces of show that take the form of reconfigurable spaces for students’ intellectual and physical expression, spaces of learning and socializing that promote interactivity and self-enrichment, and spaces of rest, where pod rooms are proposed, which breaks standard campus conventions by allowing overnight stay. These programs create a self-containing quality of the building, where there are a myriad of opportunities for activities.
In terms of the interconnectedness with the surroundings, the main performance spaces are at the entrances, which create a spectacle upon entry. There is also an infill of activities into the surroundings, which symbolizes how student expression is not confined to the boundaries of the building, but is free to break out of constraints. Visual connectivity is also present in the building, where spaces are arranged around central performance venues, which allow for students to visually engage with performances, despite being physically separated.
Overall, the balance between retaining old structures and erecting new ones, as well as the reconfigurable quality and interconnectedness of spaces, create a self-containing quality of the design, which provides many opportunities for enrichment and free expression.
Boxscape
by NatalieTohKaiXuanThis project aims to create an unique and visually striking architecture composed of several staggered boxes that appear to be floating in midair. The stacking of the boxes consist of various programs, including public spaces, private areas, and multi-functional rooms.
It explores the intersection between technology, architecture, and the human experience. By providing users with a unique and immersive experience, this project aims to redefine the way we interact with our built environment and explore the boundaries of our imagination.
Each box is designed to create a distinct ambiance and program based on its color, unique features, facade, and the time of day. Some of these boxes are outfitted with virtual reality technology, enabling users to have an unique experience of real versus unreal. The virtual reality technology allows users to immerse themselves in a completely different world, providing a surreal experience that is both captivating and engaging.
The Layered Void
by SeahJiaJunAs we journey towards the existing site, the nature and trees were of great significance. With its ability to demarcate zones and allow people to still see their surroundings, the challenge was to bring in the terrain and nature in the site, while breaking the rigidity of the current form.
How could we elevate the current experience with nature and to allow for a relaxing atmosphere for all? Currently, we could only enjoy the landscape on the ground plane, and this project seeks to explore varying ways to meet with the trees at differring lines.
Retaining most of the old reinforced concrete columns, the first axis of spaces are layered, followed by the second axis of spaces which follows the non-rigidity of the previous layer. The new form which defies the rigidity is then further supported by new steel cruciform and circular structures.
The landscaping is then layered into the site through the courtyards created from the tubes, and also the voids beneath, between and above the layered form.
Users thus get to enjoy a relaxing place even in a school setting, with layered views into the terrain, enveloped by nature.
The Experience Machine
by BobShi YuThis sandbox project creates an Experience Machine of spectacles. We are most inspired and creative when our mind is allowed to drift, amidst watching a spectacle. The visitor is taken into a curated series of experiences from the cauldron kitchen, to the outdoor ampitheatre, to the indoor music box. Each volume is rotated to create an enclosure for the central outdoor ampitheatre. Visitors are invited to grab food and a drink from the vertical bar, and enjoy an alfresco dinning experience with the double bakc projector of the cinema. There are secret hidden experiences such as a dark room, a dry age cabinet, and secret pockets within the library.
STUDIO ADRIAN LAI
Serendipity. Desire . Engagement: SDE
by AdrianSohIn the year 2040, where technology has become fully integrated in human’s pursuit of social/physical connection thanks to the widespread adoption of online dating platforms and apps. Despite the normalisation of such technology, non-online means such as social and recreational activities remain the most preferred way in seeking genuine connections.
The Architecture seeks to provide a safe space to navigate friendship, love and desires using a system of circulations to increase serendipitous encounter, hybridisation of programmes to enhance the rate of interaction and lastly spaces that targets different social setting. Such Serendipitous moments are created through a “Russian doll” approach where the removal of a common corridor encourages users to cut through various spaces before getting to their desired destinations.
Programmes within S.D.E are categorized under 3 segments, namely health and wellness, wholesome and letting loose, these segments are overlapped through a series of voids, circulation, bridges and informal rest zone which present an opportunity to meet new people or even enhance existing connections.
Loquacity by
EstherChanTo form loquaciousness and expressiveness in a 2040 school environment. 2040 - The cultural nuances of Singaporeans often instill a perception of reserved and cautious behavior. This trait is attributable to the country’s emphasis on education and meritocracy, which has cultivated a level of restraint in social interactions. Although tertiary education plays a crucial role in shaping one’s worldview and expressive capabilities, such an environment is not ubiquitously prevalent in Singapore.
Hence, the project aims to imbue loquacity and expressiveness in the 2040 school environment. The study of sound systems and their integration is integral to encourage individuals on campus to engage in diverse forms of sharing, connectivity, and self-expression. Students shall be encouraged to train their ability to empathise with others and becoming a better listener. The food court,Techno Edge, is utilized as a focal point to draw individuals on campus towards rejuvenating the SDE2. Strategic sightlines have been leveraged to augment the attraction of the space.
Reserved Culture
Expressive Culture
Spectrum of Sharing / Connection / Confession
The Breadfast Club (1985): Friends confessed to each other about themself.Atypical by
HannahSngIn 2040, the number of neurodivergent students is projected to increase. But existing systems in both educational and societal contexts are stacked against ND people and mainly assist only NT people. In response, this project aims to play a part in sparking an evolution or change architecturally in this existing system. By providing an equivalent type of assistance that caters to the atypical needs of increasing ND students, it intends to give ND students equal opportunities to reach their potential and allow them to stand on the same level as NT students.
Oasis Bathhouse
by JoelWongOasis is a tropical bathhouse in NUS SDE2 that incorporates various mechanisms to regulate temperature and water state. With projections for the year 2040 considered, the bathhouse is designed to prioritise mental health and wellness, offering a space for relaxation, rejuvenation, and community building.
The system of water exploration includes cascading hot tubs that gradually decrease in temperature as they descend, cold plunges that gradually increase in temperature as it gains heat from the surroundings. The layering system blurs the boundaries between interior and exterior spaces, with natural materials, light, and vegetation creating a connection to the surroundings.
The program of the bathhouse includes cascading hot tubs with varying temperatures for relaxation, cold plunges for inflammation and muscle soreness, as well as a sky terrace for those seeking rest and solace. The layering system entices users to explore the space, with different levels and spaces for quiet moments alone, shared experiences with friends, or communal gatherings.
Overall, Oasis bathhouse in NUS SDE2 offers a sophisticated system that takes into account temperature and water state, layering, and community building, making it a valuable addition to the education system and society in the year 2040.
The Soundbox
by JoshuaLimA conglomoration of hidden performances for the Budding Musician.
The Year is 2040. Meritocracy has transformed the minds of the new generation, such that effort and time is only appreciable by its returns. The value of a process driven, explorative lifestyle has depreciated in fear of failure to meet the expectation of perfection.
My project aims to challenge the learning approach, to remove the anxiety and fear behind trying new things and be comfortable with sharing failure. Using music and performance, a multitude of jamming spaces provide the opportunity to share their time in practice on incomplete work, or just fooling around with the world as an audience.
The design utalizes a range of shell structures to provide different stage experiences, directing the sound to specific areas where incidental audiences can happen upon hidden performers that can be heard, but not always fully seen.
The Serendipity Loop
by NicholasPuaEarly speculation into the appropriation of “futuristic” programs for the year 2040 lead to the relooking of existing issues that remain to be addressed with positive potential that could be addressed within university campuses. That is – a desire by most students to socialize for romance and to be heard.
The society is fast paced and demanding in Singapore, leading to difficulties in finding the time and energy to pursue romance. Despite the dominance in online dating and the digital age of connectivity, a dive into the issue of Singapore’s declining total fertility rate reveals a low dating rate is essentially due to a limited social circle.
The project – “The Serendipity Loop” therefore explores how architecture can create social interactions through the simultaneous fusion of programs & interactions. Essentially, the aim is to increase the likelihood of chance encounters between people, ultimately expanding their social circle and increasing their chances of finding romance.
The building’s design is characterized by a loop-shaped circulation path that connects various programs, intentionally designed to encourage people to move through the spaces and programs, providing ample opportunity for unexpected encounters with others. The aggregation of programs are deliberately done in a manner where no two similar categorical programs would be adjacent to each other, offering more opportunities to create moments of visual and auditory stimulus that are both dynamic and inspiring.
“No Thoughts, Head Empty”
by RachelTeoIn the year 2040, mindfulness has undergone a significant transformation. It is no longer viewed as just a simple act of meditation, but rather a holistic approach to mental wellness. This new understanding of mindfulness recognizes that mental wellness is not just about managing stress or anxiety, but also about cultivating a sense of inner peace and balance. One of the key changes to mindfulness in 2040 is the incorporation of nature. Practitioners now recognize that engaging with the natural world can be an incredibly effective way to cultivate a sense of mindfulness. Nature invites practitioners to engage with their senses, which helps them to become more aware of their surroundings and their own thoughts and feelings. This increased awareness can lead to greater acceptance of one’s own emotions and a more profound sense of presence in the moment. Another important aspect of mindfulness in 2040 is the use of labyrinths. These structures are designed to create a sense of disconnection from reality and force the user to make decisions that will lead them to a mindful state. The labyrinth is typically made up of bridges and platforms that require the user to navigate through a series of obstacles before reaching the center. This process is designed to help users let go of their worries and be hyper-focused in the present moment to overcome potential dangeers, linking to the theme of sandbox.
School of Anger Dissipation
by ShervonTanAnger is often an emotion percieved to be destructive or unproductive when expressed, due to it’s impulsive nature that can be harmful to the community, such as online and verbal abuse, aggression or self-destructive behaviour. We thereby question the possibility of anger becoming a productive emotion, channelling its physiological energy into actions that could be of greater benefit to society. Taking inspiration from the infamous ‘Rage Rooms’ that are increasingly popular in modern society, how can we not only create a safe space to express anger freely, but also turn it into something productive?
The harnessing of students’ anger in the demolition and reconstruction of SDE2 is thus explored, as well as other ways that anger dissipation can contribute to beauty in construction spaces. From year 2023 to 2040, students in their anger will channel their rage into the productive demolition and reconstruction of SDE 2. While venting of anger allows for catharsis which leads to a temporary feeling of release, studies have shown that such people are more likely to experience more difficulty with managing anger down the road. Psychologists have suggested that taking one’s mind off the anger issue and spending the energy elsewhere apart from the problem is the healthiest way to deal with anger. This project hence not only deals with the inethical or unsustainable procedures of demolition and reconstruction, but also provides a healthier alternative to anger expression and challenges the notion that anger is destructive and should remain hidden.
Unwind by SuYishan
In the year 2040, Singapore society has reached a meritocratic peak. The competitive and “kiasu” nature of Singaporeans have resulted in a dull campus life. NUS students wander the school campus like mindless zombies from one lecture theatre to the next, unable to stop and unwind. Thus, there should be a place of leisure that allows students to own and rest in the space, to supplement the existing facilities on campus and allows students to enjoy their campus life.
This can be done through giving students a private space, through spatial analysis of the existing SDE2 building.
Through analyzing the users for the space, and the needs these users have, I wish to create a space for users to enjoy the luxury of sleep in a society that cannot afford to sleep.
ENlightEN
by VeraChongThe recent years have shed light upon a rising emphasis on mental wellbeing and this trend seeks to perpetuate even more so to the near future. As a premise, this project seeks to emphasise on the importance to provide a space for positive isolation, where individuals can take a break during long school days or staggered class schedules, especially in stressful schoolculture environments like in the National University of Singapore (NUS).
In an attempt to reconcile individuals with the self and/ or with others, this project, adapted from the current SDE 2 building in NUS, aims to offer students a journey through a series of orthogonal and light-defined spaces with different spatial and atmospheric qualities throughout the day to allow reclusion, self-reflection and restoration.
STUDIO ALI REDA
Wham! Bam! Pow!
by AndrewCheahAs of 2023, SDE2 remains as a dead concrete box used merely for study & work seperate from its beautiful existing natural surroundings & architecture; With its only access to the outside world being its double skin, that mediates external stimuli like sound, wind, light and rain. As the world in the future becomes more and more digitalised, SDE2 will become, and has already become, a frozen piece of old architecture and analog programs. I think this is an aspect worth keeping and building upon. Revitalised as a grand arena, SDE2 will now facilitate analog, ‘physical’ programs within its arena spaces that would provide students to engage in activities they would be able to outside the premise. I propose that a future SDE2 should embrace the quality of being an enclosed box, removing existing bridge connections to its surroundings and enhancing the existing double skin facade to act as both a circulation in the form of ramps aroundthe whole building and a silent bronze facade that prevents one from peering into the world of SDE2.
“Eden” Emotional Healing Retreat
by ChewYeeTengWith the year 2040 in mind, the current SDE2 will phase out its obsolete analog labs and workshops to free up space. Outside of the labs, alternative environments are being sought so that we can all work at our own pace. Eureka moments always occur when we are least stressed and have sufficient autonomy and control over our work. As a result, SDE2 has been designated as a’special social zone’ (SSZ), where campus regulations no longer apply in an experiment of one campus, two systems. One system as we know it, the other as we want it. A go-to place on campus for any student or staff to chill and to dream. Hence, the SANDBOX is to be anything BUT corporate or formal in nature. The one place that mattered most in all of Kent Ridge campus, and with that “EDEN” aims to be that one place. The project “EDEN” is an emotional healing retreat located within the NUS that aims to promote the mental health and wellness of its users through the use of sensory experiences. The existing SDE2 building was considered inadequate for the needs of the EDEN retreat due to its monolithic architecture. As a result, SDE2 was reconfigured by removing its singular and tightly coupled functions and introducing five new voluminous pods that are illuminated by natural light. Each of these freestanding pods houses a program that corresponds to one of the five senses, with the visual sense being experienced throughout the entire building. The introduction of an inner courtyard with greenery is expected to reduce the psychological and physical stress of users. Thus, through a combination of creative workshops and relaxation programs, EDEN strives to provide an environment that offers a unique experience designed to evoke positive emotions and promote mental well-being. The retreat’s ultimate goal is to provide a safe and welcoming space that fosters a sense of calm and tranquility, enabling users to disconnect from the daily stresses of life and reconnect with their inner selves.
Snakes And Ladders
by DenyseChanThis project aims to turn the static sde 2 into a new, fun and engaging space. The approach to the project is the retrofiting of architectural elements within the existing sde 2 structure. The waffle grid and main columns are retained and designed around. The concept behind the design stands upon creating a game centre of non-digital games that can be nostalgic and fun such that relaxation can occur. Relaxation does not only come from having fun but it also comes from taking time away from the digital screen. Thus, thisgame centre gives users the space to switch off from their digital devices and engage with one another through the game medium. This creates a space where people can take a break from studying and also for their eyes to take a break from looking at digital screens. Programs chosen for the site consists of games that are non digital and nostalgic. The chosen programmes within the site are checked board games, board games, sepak takraw, table tennis, foosball, card games, mahjong and pool. These games are all social and allow the user to engage with one another in a more organic manner. It aso allows users to step away from digital products that are used on a daily basis. The concept of having a board game like typology is suitable given the context of the new games activities occuring within the building. The board game Snake and Ladder was chosen. The “ladders” and “snakes” can be seen as the circulation that occurs within the building that brings users to different game rooms. Whereas the different square positions of the board game can be seen as different game room location one can get into. Additionally, bringing in the context of the site where there are multiple historic trees around, the use of a unique facade can allow for the illusion of the building being under a tress through casting of shadows that mimic the shadows cast by tree leaves.
Harmonic Hub
by IzzuandyBinImranThe Harmonic Hub is an architectural project located at SDE2, National University of Singapore (NUS). Its primary objective is to rejuvenate the mental, physical, and spiritual wellness of the university’s residents by creating a harmonious environment that intertwines nature, sustainable design, and serene spaces. It aims to redefine the concept of architecture by seamlessly integrating greenery and sustainable features such as green roofs, passive shading, and cooling systems. This fusion of ecoconscious design and nature allows the built environment to become part of its natural surroundings, rather than simply incorporating nature as an afterthought. With an emphasis on providing serene spaces for relaxation, meditation, and rejuvenation, The Harmonic Hub thoughtfully balances light and shadow to create open, private spaces that defy traditional notions of privacy. These spaces allow users to experience tranquility and connect with nature, fostering overall well-being. The project serves as a sanctuary for those seeking refuge from the stress of academic life while also promoting sustainable living and eco-friendly practices. The Harmonic Hub demonstrates the importance of holistic wellness and the potential for modern architecture to positively contribute to the environment, fostering a healthier, greener future for all.
The Mind Journey
by JoeyLeeThis project aims to design a mental health care building that promotes healthing through space from individual to community. In research of various stratgies and precedent studies, this project is inspired and aims to provide students and staff a platform for an effective healing on mental health issues, making such an issue less of a taboo to society. The Mind Journey redefines a sustainable building with its environmentally friendly approach, while promoting mental wellness.
Peace in Tranquility
by SheenaTay“Peace in Tranquility” is a unique building project that aims to create a tranquil environment that takes users on a sequential journey to experience the different stages of sleep. The design draws inspiration from the process of sleep, which is composed of five stages, each with its own unique characteristics. Through this project, users will be able to engage in activities that stimulate the physiological and psychological processes of each stage of sleep. The design also features towering green landscapes that blend seamlessly with the built environment. The lush greenery creates a peaceful atmosphere that invites users to unwind and relax.
The project comprises of different spaces, each designed to replicate a particular stage of sleep. For example, the meditation hall and yoga room are designed to simulate the characteristics of stage 2 of sleep, which involves slowing the heart rate and mind. The purpose of these spaces are designed to promote relaxation and mindfulness, allowing users to experience the benefits of slowing down their thoughts and breathing.
Throughout the project, natural light and ventilation are prioritized, creating a connection to the outside environment and enhancing the users’ experience. The design also features sustainable materials and practices, minimizing the environmental impact of the project.
Overall, this project aims to create a harmonious blend of architecture and nature, providing users with an immersive and transformative experience that promotes restful sleep and well-being. Through this journey, users can cultivate a deeper understanding of the benefits of a good night’s sleep and develop habits that promote rest and relaxation in their everyday lives.
Power Up!
by SitiNur’DiyanaMy project is about the injection of energy into a space that has been deemed out of touch with the 21st century. This concept is achieved by relying on simultaneous activity occuring through all levels within the building. Using audio and visual elements deried from the various forms of video gaming, user engagement is kept spatially. A key visual feature also starts the actualisation of the building through the painted mosiac of the original SDE 2. As it stands, it is degraded but it invokes this feeling of nostalgia and humility reminiscent of a 70s aesthetic. The original building had the shared comment of being clinical. Its thick walls and multi-layered walls with low ceilings made the experience of going through the building suffocating.Its strictly zoned arragement also adds on to the bunker feeling. My proposed redesign aims to tackle these perceived lmitations through programmes that encourage noise, and movement. Cafes, bars, a free-styled leisre and videogame technology helps transform the once strict space into a sandbox of non-linear suggestion of space.
Anti Hedonism Faculty
by StefanGross2040 - Singapore’s transition phase into the “post work society”
The risk? Loosing a big part of the society to pure ego-centric hedonism. For instance people being swallowed by sheer endless and highly addictive entertainment media like video games and streaming services. These people run the risk to stop contributing to society and become pure consumers. The Anti Hedonism Faculty provides a fluid environment for humans to explore their own personal interests and boundaries in an act to disengage from capitalist intentions. The goal of the project is to nudge people that exit or never entered work life to find their fullfilment in life in a different way than working in the capitalist society and therefore encourage people to be an active part of society. To achieve this goal the Anti Hedonsim Faculty draws inspiration from the Social Condenser of the soviet era. The Anti Hedonsim Faculty aims to challenge the current university model by consciously operating solely at the benefit of the people. Therefore, while preventing that people descend into purely hedonistic and self-serving intentions in the post work society, the objective of the proposal is to encourage individuals to contribute more broadly to the community. Individiual fullfillment and active contribution to society should be achieved at the same time.
The Tower of Potential symbolizes endless opportunities to customize and use the space in SDE2. It is a clearly visible artefact in the center of the building. The structure is made out of a transparent brass mesh that allows to see all the possibilities that are stored inside of it. Users of the building can tap into the potential through a digital interface. Here it is possible to create your own space using all the objects that are stored in the tower. Once a room is created digitally it will build itself up in reality automatically. Through this system the highly flexible spaces inside SDE2 can be adjusted in a matter of minutes. The Tower of Possibilities symbolizes the next step of on demand media. It manifests the principle of real time customization in physical space and provides the user with full control to alter the reality and space around him.
teacosystem
by TheodoreTanIs SDE 2 obsolete?
After observing the existing research on large-scale 3-D printing, I would say that programmatically, it isn’t, but architecturally it is obsolete.
To me, the architecture of SDE2 has failed to capture the excitement of its program, and the primary reason is that the building is not harmonious internally and externally in terms of spaces, views, how it interacts with the outside etc. When thinking of harmony, I began to reflecting on natural ecosystems, where disparate agents come together to contribute to the whole. Spatially, I thought of the Raum plan and how it can translate this idea of multiple spaces specific to itself, but it comes together and interacts as a whole.
Design proposal: I wish to pair the existing program with another to create a harmonious ecosystem. There are two conditions to this new program. It must A) improve the existing, in that it brings an internalized program like 3d printing outwards and B) create balance holistically. The new programme cannot promote too much fun, yet also cannot be too academically inclined.
This is my vision of harmonious architecture, in which programs are mixed but serve to enhance each other beyond its own constraints.
The Connoiseur Smoke Shop
by WattSookLingThe Connoiseur Smoke Shop aims to celebrate smoking as part of a lifestyle, creating an escape from the pureview of state and society. This project allows the new agency to appreciate the tobacco making process by integrating the act with the process. The smoke shop is a place of gathering and education, where smoking can be enjoyed simply for what it is. The Connoiseur Smoke Shop is a simultaneous representation and juxtaposition of the wider society. Following the trend of smoking bans in Singapore, smoking corners have become increasingly common - campus regulations prohibit smoking on campus, except for the smoke shop. Yet it contrasts society by celebrating smoking as part of a lifestyle. The project first begins by breaking down smoking into two - the process and the act. The process consists of growing the tobacco plant, processing the tobacco leaves, blending the lamina and stem, and lastly packaging the tobacco. The act focuses on integrating programmes and creating settings that compliment and encourage the act of smoking. Through the spatial organisation of these programmes, the process and the act get integrated together, creating involvement beyond visual connectivity. Modular furnitures that can be shifted to create the ideal public or private setting; tobacco plants growing, ready to be harvested by anyone who wishes to partake in the process; spaces of gathering beneath a canopy of curng tobacco leaves whilst glancing down at the machinery at work below; the smell of tobacco permeating the air through the porous walls.
STUDIO RAYMOND HOE
BrewHouse of Fun
by DaveSerapioThe BrewHouse of Fun is a project that facilitates activities of the users, for the users and by the users. Being situated in a campus environment, the target audience for the project were the university students themselves who faces suffering from tremendous stress and pressure to secure their future while at the same time balancing their last few years spent in a scholastic environment. Therefore, the project aims to provide a space for students to release and relieve their stress in a quick and enjoyable manner and the programme chosen as the highlight was a BrewHouse: a place that brews their very own craft beers.Taking inspiration from the process of brewing, the building was to be complemented by 5 different activites which are Rage Rooms, Garden, Learning Facilities, Practical working spaces and a bar area to enjoy the taste of the BrewHouse’s products.
Rage Rooms: This activity was associated to the process of Milling in brewing whereby grains are broken down into smaller particles.
Garden: In Mashing and Lautering, crushed grains are converted into fermentable sugars for alcohol production. Similarly, a garden creates new beginnings from an end.
Classroom:The Boiling and flavouring stage develops the product by adding herbs and spices to create better flavour like in a classroom that develops its students.
Practical Workspace:For the Fermentation process, yeast is added to produce alcohol by breaking down sugars. This is linked to a practical workspaces that allows students to focus on hands on production to achieve the results that they desire.
Bar Area:Finally, the bar area which is the centerpoint of the building creates a space for users to appreciate the bittersweet ending of the brew process and the building itself.
With these, the BrewHouse of Fun aims to create a space that relieves the students’ stress through various activities that are centered around the brewing process.
WHAT THE HELL?!
by DominicChia“Deconstruction gains all its force by challenging the very values of harmony, unity, and stability, and proposing instead a very different view of structure: the view that the flaws are intrinsic to structure”. “A deconstructive architect”, he continued, “is therefore not one who dismantles buildings, but one who locates the inherent dilemmas within buildings.” – Mark Wigley
The free-willed individual is in constant tension with the pressures of societal conventions and institutions. How does one navigate the tensions between self and institution?
In the School of Design and Environment building 2 (SDE2), these ingrained dilemmas are exposed and addressed through the insertion of individual blocks with their own independent agendas. The sizes of these individual blocks are informed by the function’s spatial proportions with reference to the scale of the existing square grid in SDE2. These superimposed blocks not only fulfill their own desired functions, against the orthogonal grid, but also generate new spaces around them and affect previous dilemmas ingrained in the existing building – a reflection of one’s individual expression in harmony with one’s contribution to an encultured society.
Plop-and-Play
by ElaineYap”Plop-and-Play” is a creation space meant for its visitors to explore the pleasures and excitement the ‘Gaming World’ had to offer by incorporating that world’s biggest factor into its making: Choices and its unpredictability. In 2040, we estimate to be plagued by problems of unsustainability and my project tackles this by making full use of the existing grid (with its waffle slabs) and flexible shipyard containers by breathing new life into the small rectangular spaces. Using mainly 6090mm (l) x 2440mm (w) x 2600mm (h) containers, they fit nicely into SDE2’s existing grid structure of 8 by 3, bringing in some form of restriction to the malleable space, while giving containers a guideline to how they can be arranged. For example, one end of the building on the 3rd floor had its pillars removed to create a courtyard space that allows for more permutations — Eg. Gaming Arena, Food Plaza, Sale Bazaar. SDE2 has been the perfect playing ground to test how container architecture and choices can be interlaced to give birth to a flexible event space that can be enjoyed by its surrounding demographics and more.
For all this magic to happen, the biggest contributor to ‘Plop-and-Play’ would be the moving glass roof-crane created to allow for such flexibility. The roof comes in a pair, with both parts crafted to cover the span of 2 of grid structure along its 8 parts, which allows for the spaces underneath it on the 2nd and 3rd floor to be transformed. The roof has been designed to have a sleek, elegant look with a very permeable façade to frame the ongoing transformations happening underneath it if one’s so lucky to view it!
If this place were to exist, the seasons and events will always bring a fresh outlook to the stagnant environtment in NUS, and hopefully the nearby faculties (Architecture, Engineering and FASS) will take interest in this space where our interests fuse together.
The Asylum’s Asylum
by GillianNgThe Asylum’s Asylum presents a haven within a perceived hell, where the chaos is embraced and not shunned, seen as a form of expressive therapy over the sterile institutionalized atmosphere. At surface, visually open, as you dig deeper, more open minded, a constant contradiction.
The educational system has built schools on the basis of controlled boundaries targeted at facilitating the supervised learning of students, deterring the cultivation of unique student identity within the campus. As the influence of Western culture continues to prevail in modern society, the need for self expression has become more prevalent in youths as an outlet to relieve stress through the expression of their inner thoughts and feelings by means of fashion, creative arts and freedom of speech. In the year 2040, the high stress environment cultivated by the constant need for efficiency has caused students to become worn down, feeling trapped within the institution in this loop of the normalized high pace society.
As a result, they look to The Asylum’s Asylum, located at SDE2 between the crevasse of NUS CDE, this landform like structure presents a creative interpretation of camouflaging with the exterior surroundings, while “underground” with in the undulating structure, users are allowed to experience therapy in a less clinical form, instead through outlets of self expression; this is known as expressive art therapy. Catering to dance, music and art therapy, users are able to go through the process of finding their suited outlet walking through the loops of each sector, moving up, down and into the contours exploring the full experience of integrating one’s self with an art form.
With adaptable movable wall panels, rooms are able to be configured for both individual and group settings while also providing different levels of privacy. It also enables the 3 therapies to collaborate and create impromptu interactions with each other within the first level, through visual connections and points of coincidence. The key space is the central performance area, which is the main form of integration into the current landscape; in which the contours descend into the space from the aligned level 2 surface into substations, then deeper into the main stage. This is where users are free to perform or put on projections from the archives as a light show spectacle.
Eat, Pray, Make?
by ShawnLamHow will architecture evolve in 2040? Will it remain significant or become a distant memory? In the future, how will technology, culture, and environment come together to shape the role of an architect? To what extent will technology facilitate design? Perhaps architecture will be shaped by the harmonious integration of technology, culture, and the environment. While technology will undoubtedly play a more significant role in design, the human touch and creative insight will remain indispensable. Architects must therefore find a balance between technology and intuition and stimulate designers to think more innovatively, efficiently, and uniquely. To maintain architecture’s relevance, designers must hone their design thinking and making skills, incorporating technology into their creative process while ensuring designs retain a distinct identity. The propose SDE 2 of the future is an Autonomous Architecture Model Manufacturing Hub that showcases sustainable and efficient manufacturing practices, integrating advanced technology and autonomous systems to optimize production while minimizing environmental impact. The building’s exterior incorporates sustainable features, such as embedded photovoltaic cells and chilled pipes for passive displacement cooling, reducing energy consumption. The façade maximizes natural lighting and ventilation, reducing the need for artificial lighting and HVAC systems. Human and autonomous machinary spaces are organised to provide varying levels of interactions. From spaces for humans to socialise to hybrid spaces between humans & machinaries to segregated spaces soley for autonomous machinaries to operate efficiently and independently. Open floor plans allows for easy adaptation to new production requirements and technologies. The focus is on comprehensiveness and integration, with a central smart storage hub serving as the heart of the building and a central nervous system for autonomous systems. The proposal calls for a renewed SDE 2 that pushes the boundaries of sustainable and efficient manufacturing practices. The building aims to inspire a more sustainable and prosperous future and demonstrates a commitment to this future through its sustainable features and innovative construction techniques.
The Mender’s Guild
by TanMeiYeeThe Mender’s Guild is an adaptive reuse project on the existing SDE2 building in NUS. The scene is set in 2040, a realm saturated with AI and technology resulting in the lack of creative autonomy and a massive increase in online consumerism, contributing to esclating waste. The project celebrates the artisans of our generarion and reimagines the future of craft and culture. It takes on the evolution of upcycling and DIY trends, highlighting the beauty of upcycling and seeing value in discarded materials. Set on the grounds of an architecture campus, the theme of upcycling here focuses on industrial waste. The Mender’s Guild is a makerspace hub that curates discarded objects, creates something new through craft and hosts collaborations within the community. The project is designed around 3 categories: to curate, create and collaborate, of which the key programs are the Sorting Hub; that houses the waste logistics, Workshops; for menders and artisans and the Marketplace; for the community.
The journey is experienced through the Raumplan layout, where there is no defined floorplan, and each program rests on platforms of varied heights. This is integrated into the existing grid of SDE2 allowing for the possibility to retain most of its current structure. Upcycling celebrated through this adventure of exploring the different modes of crafting using the unique objects obtained through waste. While craft of upcycling here is confined to a human scale, it does not restrict the possibilities of upcycling industrial materials. Seen throughout the building are repurposed tiles, windows, metal sheets and acoustic panels. The facade in particular is made up of metal frames collected from the existing building. Modular in its form, this allows for them to be switched out and changed over time.
The Mender’s Guild aims to not only provide a creative space for individuals but a solutin to waste management. Additionally, changing one’s perspective on the value of waste & adding a touch of artistic flair to them for a second life.
No Man’s Land
by ZhouSiyuThe place is humanless, robots are the residents here, so it is called no man’s land. Man is entering the building interacted and manipulate the machine, to bring the humanity inside the building. Man is observing the machine and he is also observed by the machine. The machine is also manipulate the man, take and study the information collected from the human-machine interaction. The performance is the result of the collaboration between the machine and man. I believe, happiness is not the fulfilment, machinery works can bring fulfilment but never the happiness. Maybe also let people rethink the manufacturing industry. Humanity has a significant influence on mass production, both through individual consumer choices and collective actions. And the question is who is the controller of the space? Man or Machine?
Media Soapbox: A Physical Place for Digital Assembly
by ZhouZhouZhouIn this day and age of digital media, humans are a group of known strangers. With the exponential growth of popularity of social media platforms such as Instagram, Youtube, and even Metaverse, it is seen as a digital projection of our self, a way for us to express freely and openly, as well as a lucrative career option. It has succeeded in a digital alter ego and lifestyle which we could curate and manipulate. With the history of SDE 2 being a place of control and confinement, the project transforms SDE2 into a media soapbox, where content creators can come together in a physical environment, to collaborate, to inspire, and to create.
The design is inspired by the site, especially the matured trees in the area that have witnessed growth of several generations of students. Based on the location of surrounding buildings and trees, a new diagonal grid is superimposed on the existing. The building is then split into three cores -inspiration, collaboration, and creation -- which are of different hierarchy by volume and mass.
The central collaboration spine is the main structure holding together the entire building. The steel beams and columns extend out to grasp the two sides of the collaborative spine, which further highlights the significance of collaboration in content creation. Media facades are also used to distribute information.
Overall, the goal is not to immerse people in a world of digital content, but instead, to enable them to become an active mediator in the displacemnt between the real and the virtual.
STUDIO LAWRENCE LER
Untitled by AneesLow
This project aims to create a space that can be used for unlimited activities by exploring more possible activities that will allow students more freedom. By creating spaces for work and play together, they can de-stress and also motivate themselves to do certain activities such as sports. Students can also bond and form communities and friendships while eating together, playing archery together or studying together in these spaces.
Lost and Found
by ChanCheeMengLost and Found is an exercise in dichotomies – dichotomies of programme, and of form. Recognising the influence that the time spent in education has on the formative years and self-development, the design invites students to embark on a journey of self-discovery in order to kickstart an engagement with their identity. Programmatically, the design proposes that this journey takes place in two phases – the act of losing oneself, and thereafter the act of finding oneself, enabled by the tabula rasa created by the former. Within the programmatic sphere of losing oneself is another dichotomy – by day, programmes like spas and meditation take place. Each requires secular private spaces, and numerous pockets are carved out of the space for a variety of such activities to take place. By night, however, these spaces agglomorate into one large cavern for an alternative way to lose oneself –alcohol, raving, and debauchery. This spatial shift from many and insular to one and incorporated is in turn enabled by paritioning screens of water that cascade from the artificial river above. Postulating that the act of losing oneself should be a private affair hidden away from the rest of the world, the design gives rise to yet another dichotomy. Engaging with the preexisting SDE2 on site, the design appears to have erased the original concrete fortress, and replaced it with a more transparent structure that allows the topography to flow through. Yet in reality, the concrete fortress has been retained – its structure adapted for reuse in the design. The landscape brought through to flood the second storey masks the double volume of the first storey, which is then adapted to hide away the activities necessary for losing oneself. Above this seemingly natural cavern is then where the act of finding oneself takes place. Further postulating that there is identity through doing, the design taps on the existing university network to bring programmes into the space, virtually of physically. Flexible gallery spaces host a rotating cast of workshops, lessons, and exhibitions from various university groups – arts clubs, sports teams, even sample classes from existing university modules. Several art and performance studios supplement the already extremely diverse and wide network of educational and academic discplines in the university, in hopes that students will find something in engaging with these programmes – their true calling, their passion, themselves.
GROOVE!
by ChristineLimUser experience surveys conducted suggested the great importance of performing arts/ the Arts on students’ well-being, and identified the determining factors which helps creativity thrive. SMU/Bras Basah MRT linkways was also investigated as a precedent study: Street dancers were able to respond to the architecture and engage in placemaking. The access way that could have been ‘lifeless’ was therefore transformed into vibrant spaces where creativity blooms.
The project seeks to transfrom SDE2 into a space that embody the collective creative energies which celebrate spontaneity, thus giving everyone a role in reacting to the architecture and making it alive. Everyone is used to living a busy, fully planned out day-to-day life. Spontaneity starts with a willingness to explore ways beyond habitual norms and be guided by one’s intuition. This free, impromptu action and interaction which transcends the formalities of time and space commitments would then become aspirational, allowing one to write their own experiences and hence manifesting memory within the space. This switch in pattern creates a transformational change, generating new perspectives and hence allows us to impart them in our daily lives.
RELAX0-RAMA
by DarienTooIn the prevalence of mental health issues in Singapore, as found in surveys by the Institute of Mental Health and the National Youth Council. The UCare Initiative focused on university undergraduates, assessing their mental health and making policy recommendations to improve support. The survey found work and study to be major sources of stress for 90% of respondents, and the findings were organized into three pillars (Culture, Academics, and Resources) with recommendations provided for each. It is critical to recognize that Campus systems don’t reflect the needs of all students, and the main drivers to keeping health and wellness cannot be homogeneous. While many students return to campus for social activities and academic collaborations, for others, factors such as mental wellness also play a crucial role in their decision to return. This includes access to mentorship, technology, and an environment that allows for optimal focus and mental well-being. In order to create inclusive learning environments, it is essential to go beyond catering to the average student. Instead of aiming for a single ideal experience for all students, our goal should be to design various paths of engagement that accommodate the diverse needs and backgrounds of all learners, ensuring that each student feels a sense of belonging.
The Faculty of Re-Identification
by JasonTangIn the year 2040, our world has become hyperconnected. As more and more of the Alpha Generation become engaged with social media, they find their identities forever tied to their digital profiles. Their mistake like scars that will not heal, ghosts that will not fade. To help the world forget, to help these identities die, a new service is required.
The faculty of Re-Identification allows students to remake their identities, transforming themselves unburdened from the past. Students will be guided through a complete process of destroying and recreating their physical, digital, and mental identities.
Placed within the existing structure of SDE2, the faculty of Re-Identification expresses the interplay of past and future. The dynamic facade and reimagined interior spaces imbue the now 50 year old waffle slab structure with new purpose and spatial experiences. Each program within the Faculty serves to either sever the individual’s ties to their old identity, or to recreate a whole new identity for them.
Eden’s Distillery
by LandonDingEden’s Distillery is a project situated in the National University of Singapore’s School of Design and Environment (SDE) 2. Surveys and research revealed that students require an escape from school stress. The distillery process acts as a spatial driver, providing an opportunity to create a sensory experience that enables visitors to retreat from daily life stressors.
The distillery wonderland project’s design concept is centered on the creation of a playful and whimsical space that fosters exploration and discovery. The pods are the key design feature, serving as the distillery wonderland’s focal point. The curved shape of the pods optimizes circulation, ventilation, and machine access while providing an efficient use of space. The organic, flowing shapes of the pods contrast with the surrounding architecture’s rectilinear forms, imbuing the design with a playful and whimsical tone.
The distillery wonderland project design prioritizes sustainability and ecofriendliness. The project employs sustainable materials and features vertical farming for sustainability to minimize environmental impact. The project also promotes biodiversity and supports local ecosystems.
In conclusion, the distillery wonderland project at SDE 2 offers an opportunity to design a space that provides a sensory experience for visitors to escape everyday stressors. The design concept prioritizes playful exploration, sustainability, and biodiversity, encouraging visitors to engage with their environment and one another.
Oasis In Motion by LimYanYing
To transform SDE2 into a Dance Village, that re-imagine everybody to dance in the Nature, expressing themselves with greens, water and experimenting with their senses.
The building itself promotes sustainability with its reuse adaptive label, by recycling many of the construction materials such as, retaining the existing concrete structure and exposing the existing waffles slabs, with the intention of allow natural ventilations into the space, allowing hot air to escape through these gaps and introducing greens indoor for improving the quality of indoor air.
New structures system, steel are also implemented into the space, utilizing as the new recycling water system that not only efficiently use of water but also creates an immersing experience for the users as they circulate the building. The two dome at the side collects water and bringing in water into the space as water screen, acting as a flexible wall for the dancers. Water is then collected at the landscape pools at the bottom where it will be kept in the water tank and later reuse in the mist structure in the middle. The mist structure with spray nozzle along the structures columns will spray out mist that cover the main circulations in each levels and flow upwards at the top. Users are able to dance in different performance stages and stages of water, with rain water being liquid and mist as gas.
The Unplugged Hub
by MabelChungIn today’s world, technology has taken over our lives, it is important to take a break and reconnect with ourselves and others. The unplugged hub provides a much-needed respite from the hustle and bustle of modern life, encouraging people to disconnect from their devices and focus on the present moment. The building aims to foster a sense of community and connection that is often lacking in today’s world through social activities and this allows individuals to feel rejuvenated.
One of the key features of the building is the use of natural ventilation to keep the space cool and comfortable, even on the hottest days. It incorporates natural materials, such as wood and stone, and is designed to optimize natural light and airflow. This results in a space that not only looks beautiful but also feels calming and soothing.
Whether you are looking to take a break from technology or simply seeking a peaceful retreat, The Unplugged Hub is the perfect place to unwind and recharge.
NO SIGNAL
Jungle Arena
by YangYuhaoIn the year 2040, our default mode of communication has shifted from realworld to the metaverse. With virtual reality becoming our permanent habitat, people suffers from “green withdrawal”. As people become more and more disconnected with the real world, they lost touch with the most common features that nature has to offer to us. Touch, wind, smell, feel and buzzing of insects are never more appreciated than before. To reintroduce gamers to nature and also promote real life interactions between people, Jungle Arena is designed to provide a one stop living, gaming and socialising space for gamers from all walks of life.
With a focus on greens and sustainability, the rainwater catchment system and wind harvesting features compliments to most essential energy needs of this gaming complex. the vertical design of individual towers promotes cross interactions between gamers of different skill levels. The centrally located bar, restroom and arcade space create a perfect hub for gamers to congregate and experience what the nature has to offer through the garden space below the canopy of the blossoming trees.