mariading.me
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MARIA DING
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ARCHITECTURE UNDERGRADUATE / SELECTED WORKS
MARIA DING [ARCHITECTURE PORTFOLIO] 2014-2019
718.612.1610 od58@cornell.edu mariading.me
UNDERGRADUATE WORK
04 THE MAGIC HEDGE ARCH 4101: Design VII November 2017
32 ALTERED REALITIES Gensler August 2018
48 BRIDGE AT CROSSWATERS ARCH 2613: Structural Systems November 2015
ARCHITECTURE PROJECTS
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POD CITY ARCH 5101: Design IX November 2018
HIGH LINE HOTEL ARCH 3101: Design V November 2016
DESIGN PROJECTS
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HOUSE OF HANDS ARCH 4500: Visual Representation November 2018
FUTURE OF WORK Weston Baker Creative Group August 2017
ART PROJECTS
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PINK ON WEDNESDAYS Graphic Design February 2018
DESCENT Sculpture November 2014
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There are some locations on Planet Earth whose ground are so saturated with ‘goings on’ that they plead for attention. Such a place is the Montrose Magic Hedge, a man-made spit of land in Chicago that pushes out into Lake Michigan. Once a base for Nike nuclear missiles defending the megalopolis, it is now a safe haven for over 400 species of birds on their semi-annual migration on the Mississippi Flyway. The pastoral setting, crisscrossed by eager-beaver bird watchers, also makes a perfect cover for illicit sex. The studio seeks to create a project for the intersection of Nukes, Migration and Forbidden Love.
THE MAGIC HEDGE ARCH 4101: DESIGN VII INSTRUCTORS: BEN NICHOLSON ERIN PELLEGRINO Cornell University // November 2017
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The studio begins by making a deep study of the life of a bird and its nest, utilizing the Cornell Ornithology Lab, the world’s center of bird study. An “Everything Drawing”, a new form of architectural representation, is created that demonstrates the figurative, technical, textual and diagrammatic aspects of understanding the complexities of space. The “Operational Imposter” is a physical form of the ideas represented in the Everything Drawing. The model further demonstrates the rich interconnectivity of all that constitutes a construction, be it emotive, practical, political or global. Addressing the site of the Magic Hedge in Chicago, the studio combs through its nuclear history, and study of underground of illicit love. Using the abandoned Nike missile launch site, this project seeks to create a nightclub distributed amongst three towers that changes its function throughout the day. Hidden in these towers are: walls that shift up and down to create hidden entrances; rooms that rotate to release aviary creatures; a roof that slides open to reveal a dance floor situated on a launch pad. The aim is to produce a discreet social gathering place for the local queer community generated by the exaggeration of transitioning from day to night. A similar Everything Drawing is made of the rich politics and practicalities that compose rustic parkland within a pulsating urban fabric.
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The Operational Imposter 6
Day Plan
Night Plan
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Morning Routine in Gay Community
Evasion of Bird Watchers
Day in the Life of a Cruiser
Outing to Cruising in the Magic Hedge Forest
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Secret Entrance to Night Club
Missile Launch Pad as Dance Floor
“Cruising” Away into the Night
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Transformative Spaces and Form
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POD CITY ARCH 5101: DESIGN IX INSTRUCTORS: THOMAS PHIFER STELLA BETTS DAVID LEVEN GABRIEL SMITH IN COLLABORATION WITH: CHARLY KRING Cornell University // November 2018
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POD City is located in Red Hook, Brooklyn. Because Red Hook is isolated by the Gowanus expressway, the neighborhood is an intimate environment. POD City uses analysis of Kisho Kurokawa’s Capsule Tower in Tokyo. The Capsule Tower exemplifies affordability, due to the density of micro units build for the single working man. The Metabolist movement advocated for modularity and organic architecture that was reproducible. However, the capsule tower failed to provide space for families and sufficient light for all units. Though the Capsule Tower has a small footprint, it lacks common space. POD City is a village in which common spaces, family size units and individualized balconies celebrate each inhabitants’ identity. POD City is oriented so that each unit has direct daylight. Prefabrication allows units to be affordable and reproducible. All elements of the construction are planned through a “kit of parts”. POD City is built in phases to support the renovation of NYCHA. After POD City is constructed, 185 residents of one NYCHA building will move into POD City. The original NYCHA building will be repurposed into work spaces and indoor farms. POD City’s small footprint allows all it’s towers to be connected by communal markets, preschools and amenities. Neighbors will gather together in communal spaces within their tower and visit each other on shared balconies. Each resident makes their space an extension of their identity and is able to present this through their personal balcony. POD City celebrates the equality of light, representation and gathering.
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Massing Studies
Kit of Parts
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Phase 1: 2018
Phase 2: 2025
Preschool
Phase 3: 2030
Phase 4: 2035
NYCHA Adaptive Reuse
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Site Plan
Market Level Plan
Preschool Level Plan
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Apartment Level Plan
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Prefabricated Construction
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Apartment ConďŹ guration
Sectional Model Elevations
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HIGH LINE HOTEL ARCH 3101: DESIGN V INSTRUCTOR: HENRY RICHARDSON Cornell University // November 2016
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At a glance, the hotel outlines a mixed-use complex nestled into the gaps and interstitial spaces along the High Line. The High Line as we know it today is a major pedestrian park elevated above the streets of the Chelsea neighborhood. It excites urban renewal at every opportunity, bringing life to its surrounding locations. The multi-purpose structure for retail, guest rooms, apartments, leisure and green seeks to engage the High Line’s pedestrians, offering them the opportunity to see New York from an entirely new viewpoint. Derived from a series of vertical planes, the hotel is penetrated by glass apertures and walkways to frame intriguing scenes along the High Line. A gradient of private to public spaces allows the everyday pedestrian to easily navigate themselves towards the High Line while the transition from public to private helps hotel resident to find their way back to their living quarters. Moments such as green atriums and resort terraces situated along either side of the linear park provide this smooth transition and draws visitors of the High Line into the plethora of new amenities provided.
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APARTMENT HOTEL OFFICE LOBBY/RETAIL GREEN SPACE RESORT LIBRARY OPEN CORRIDOR SERVICE
Penetration of Vertical Planes
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Programming of Spaces
Ground Level Plan
High Line Level Plan
Apartment Level Plan
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On every Friday for the entire 12 week duration of the program, the 12 interns at the Chicago office in collaboration with 5 other interns across the North Central region in the Detroit, Minneapolis and La Crosse offices worked towards producing a research proposal: what does it mean to design for altered realities? We soon began to interpret designing for altered realities as acknowledging the human experience. The research process goes through many phases and this summer, we were asked to uncover, analyze and synthesize data, and then take pause. The prototype phase is beyond the scope of the summer and so the goal was to come up with more abstracting, less concrete solutions. During the beginning phase of our intern research, we based our assumptions for future trends on the analysis of historic fundamental invention. We achieved this by looking at design on 6 scales: Cities, Communities, Buildings, Rooms, Furniture, Objects. We learnt that technology influences us and we influence technology.
ALTERED REALITIES GENSLER CHICAGO IN COLLABORATION WITH: NORTH CENTRAL REGION INTERNS Summer Internship // August 2018
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Next, we took our expertise and applied it to our topic of altered realities. Innovation changes the way we see and interact with the world around us and our task was to research, analyze and synthesize data studying how cultural and technological changes have shifted the way we behave. Within these synergistic teams we crafted hypotheses. Each team created their own hypotheses based on member expertise and collaborative analysis. Through case studies analyzing the influence of Virtual Reality, Augmented Reality and Mixed Reality on our experience frameworks, we learnt that our relationship with technology is complex and always changing. The final step is to come together. Based on our previous research, we established our hypothesis on fostering a future in which People and Technology can strengthen each other. Our visualization of a new Mixed Reality studio incorporates interactive technologies integrated into the office, client meetings and site visits as well as a new team of design specialists. To prepare for this major change, we developed a road map for Gensler to follow while formulating this new studio. The emphasis on predicting and preparing for scenarios beyond our present time reflects the use of design as a tool for imagining the future and systematically working to execute that future.
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Introducing
Your first day... Mixed Reality Studio VR Experience
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Mixed Reality Designer New Hire
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Interactive OďŹƒce Desk
Welcome to Gensler!
The MR Studio INSTRUCTIONS
For i-phone: 1) open i-phone camera 2) focus camera on QR code 3) do not take photo, link should open in brwser automatically For Samsung Galaxy: 1) open Samsung Internet app 2) tap in upper right hand corner 3) tap “Scan QR code� 4) focus camera on QR code 5) link should open in browser automatically
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Scan me to see the new office! Visualizations in Site Visits
shorturl.at/dktGX shorturl.at/dktGX
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We looked at design on these 6 scales.
CITIES COMMUNITIES BUILDINGS ROOMS FURNITURE OBJECTS
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FURNITURE & OBJECTS
CITIES & COMMUNITIES
The history of a city is cumulatively affected by every individual’s cultural incidents. 2010 1700 employees
2011-2012
2013-2014
2015-2016
2017 17,000 employees 2016
$ 252.69b 2015
$ 243.11b 2014
$ 229.33b 2013
2012
$ 220.28b
$ 215.61b 2011
$ 206.17b 2010
$ 197.97b
SEARS
Dan Gilberts and Detroit’s GDP
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Timeline of technological inventions from 1920 to 2018 exploring the rise and fall of manufacturing thorugh Sears and Amazon.
AMAZON 56
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Research
Research
STRATEGY
TYPES OF TECHNOLOGY
To extend our analysis, we created a matrix, which sets the technologies on one axis, and modes of experience on another. With post-it notes, we thought through the positives and negatives of each ‘altered reality’ in each scenario.
In order to predict the future, we needed to develop deeper knowledge of how Virtual Reality, Augmented Reality, and Mixed Reality are used in the present. We brainstormed activities and places that use technology, and picked one that represented a ‘routine’ activity and one that represented a ‘leisure’ activity. These activities went on to serve a scenarios for us to analyze.
VR + VIRTUAL REALITY (VR)
AUGMENTED REALITY (AR)
MIXED REALITY (MR)
replicates an environment that simulates a physical presence
Real world environment whose elements are augmented by computer sensory input
merging of real and virtual as a way for objects to co-exist and interact in real-time
AR −
+
MR −
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−
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COMMUTING
COMMUTING Virtual Reality
Augmented Reality
EMOTIONAL
EMOTIONAL
CULTURAL
CULTURAL
PHYSICAL
PHYSICAL
1 SOCIAL
COGNITIVE
+ Remove yourself from crowded situation
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experience
ease of cognitive load
_ Have valuables stolen while immersed in other world
COGNITIVE
+
experience
Notified which trains have empty seats
cause financial and emotional harm
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1 SOCIAL
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experience
easily find a seat
_ Not universally accessible
experience
alienate certain populations
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STORYTELLING The iPad and the Segway: 2 technologies which were believed to be revolutionary when they were launched.
Introducing Alisha: The virtual voice-enabled home assistant.
Introducing Manuel: The silent communication accessory.
Alisha goes beyond booking your appointments and playing your songs; it helps with education. It is a handy tool to use for homework, and thus wins the parents’ vote.
Manuel is used to cheat on a test. The brand image is tainted. Educational institutions ban its use. It loses the vote of parents and teachers, and people gradually stop using it.
The iPad was first seen in the iconic science-fiction film 2001: A Space Odyssey in 1968, as a futuristic device. Now it is ubiquitous. The Segway was invented in 2001. At the time it seemed like it would change the way people think about mobility. However, now it is only used by mall cops, tour guides and Gob Bluth. We used these two as references to compare two technologies of the present or near future to understand how they might fit into society: Alisha and Manuel. Alisha is based on Amazon’s smart speaker Alexa. Manuel is based on MIT’s mind-reading headset called AlterEgo.
aCollectionOfCells
HeyYouNotYouYou
University of Chicago
Boston, Massachustts
We project the way these two will be received and used by people, and follow their stories through the medium of Instagram.
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approaching season 3...
Alisha becomes a part of the family.
Manuel bridges the language gap.
It adopts the simplest, most intuitive form of communication, which makes it easy to personify and get attached to.
It is more than a universal language; it is a universal translator. It enables interactions with more people and gives new meaning to equality.
aCollectionofCells 400 pages in two days challenge. Couldn’t have done this without Alisha #survivingmedschool #secretweapon
View all # comments siruious lmao I thought I was the only one studying with Alisha Baby_Jesus Alisha quizes me everyday haha. 400 is crazy btw... 20 minutes ago
OnceUponADime Cheated on midterm without doing this... Seriously can cheating be easier when everyone is using Manuel? #notproud #Manuel100%
View all # comments BackNomnom OMG And you posted on Ins? EndowedPenguin Yup someone cheated by Manuel in my class
too. Not the best thing to do tho...
1 day ago
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On-boarding
we asked ourselves:
You receive your on-boarding package and your map of the office. Your studio pod is in the south-west corner. Your office’s HR Coordinator briefs you, then the Regional HR Coordinator beams in to finish your orientation.
What are mixed reality technologies actually good at? What are the people of Gensler actually good at? How does technology influence social interaction? How do our social interactions influence the way we use technology? SEASON 1
SEASON 2
SEASON 3
How does mixed reality alter the way we design?
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Meet the Team Several unique positions exist within the Mixed Reality Studio. You will all be working closely together to design mixed reality solutions to complex problems.
Client Meeting You and you team members beam into a client’s office for a brief update meeting.
PROJECT MANAGER
PROJECT STRATEGIST
ARCHITECTURE DESIGNER
MIXED-REALITY ENGINEER
DESIGN MANAGER
DESIGN TECHNOLOGIST
EXPERIENCE DESIGNER
MIXED-REALITY DESIGNER
You collaborate face to face without even leaving the mixed reality studio.
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3. Only with a critical evaluation of these tools will we expand and enhance the human experience.
Organizational Practice
Organizational Change
Road Map
Organizational Practice
Let’s take a step back for a moment... A Mixed Reality studio is an exciting prospect, but how in the world do we go about starting one? We’ve developed a road map Gensler can follow to develop this exciting new studio.
Focus: Development
Focus: Training
Focus: Deployment
Education Internal curriculum that focused on cross-disciplinary education
Cross-departmental skills Provide employees with introductory courses to other departmental software.
Project aquisition: Encourage studio leaders to introduce MR offerings to long-term clients
Have employees provide short lectures on previously completed projects to other departments.
Project management: Deploy new tools for teams to collaborate on MR development
Incentives Learning Grant: create a grant programs that will allow employees to receive staffing hours for learning. Staffing Hire/Train employees who are familiar with techniques in new concept exploration, development, and design thinking. Research Continued research of use cases for VR, AR, and DXD. Tools Work with partner organizations to build tools that enable better collaboration across disciplines (digital tools to develop/communicate concepts or activities that allow for collaboration).
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Work with consultants to train project/product managers on what activities are approved for use in project. Tools Train employees on new digital tools that are used for collaboration Space Build space that allows teams to effectively participate and manage MR projects
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HOUSE OF HANDS ARCH 4500: VISUAL REPRESENTATION INSTRUCTORS: MILES GERTLER IGOR BRAGADO IN COLLABORATION WITH: ZACK CALBO JACKSON Cornell University // November 2018
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House of Hands is a collaborative research-oriented project with an emphasis on visual representation. Conducted as a partner study, our assignment was to delve deep into a sub-culture of New York City. The project seeks to illuminate the histories of the underground Ballroom culture that began in the 1970s. A product of Black and Latino queer youth, this research focuses on shedding light on a typically underrepresented community. As pertaining to the objective of the class, the focus of representation drove the research direction. The establishment of hands as an “Avatar”, or subject of focus, guided the technical realm of the analysis. Our study of Neufert’s Architects’ Data studies informed our drawings of non-normative, undocumented culture. We wanted to create a body of work that both standardized the nonstandard movements of Vogue Dancing and Ballroom culture as well as disrupt the monotonous and sterile nature of Neufert’s drawings.
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Death Drop Radii:
Realness Challenge Radii:
The Body as Physical Boundaries
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Duck Walk Radii:
MAIN LIGHT SECONDARY LIGHT STAGE VOGUE PERFORMERS ONLOOKERS SOUND
Before Vogue Event
During Vogue Event
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Standardizations of Voguing Poses
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FUTURE OF WORK WESTON BAKER CREATIVE GROUP Summer Internship // August 2017 In a world of constant technological change and increasing automation, we ponder the future that lies ahead. As cubicle spaces and designating seating are replaced with open conversation and creative freedom, how would workspaces change in the next 20 years? The focus of design is a constant search for new opportunities of engagement, collaboration, design outcomes and practice; the shift in the paradigm of professions corresponding to new eras of economic prosperity. This virtual reality experience attempts to visualize the technological possibilities that future prospects have to offer based on our research of complications with current work practices.
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BRIDGE AT CROSS WATERS ECOLODGE ARCH 2613: STRUCTURAL SYSTEMS INSTRUCTOR: MARK CRUVELLIER IN COLLABORATION WITH: JEANNETTE PANG Cornell University // November 2017 The project is a collaborative effort to understand the structural systems of an architecture project of our choosing by emulating the structural properties through a physical model. Hidden in the Nankum Mountain Reserve in China is the town’s first ecolodge and wellness center designed by Simon Veleze. Devised to inspire residents to learn more about the environment while giving back to the local community, the vernacular style bridge adopts a structural system combining material, joinery systems and scale. Bamboo was chosen as the primary material as it is able to resist lateral loads and torsion due to its hollow circular cross section. A “fish mount joint” was developed to uphold the structure in which members are attached perpendicularly to each other with metal threaded rods drilled through. Our model incorporates similar materials and joinery systems by bending wooden membranes to establish an arched form then bound with knot connections and pins. Rockite cement serves as the foundation for fastening the bridge to the cliff site.
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Fish Mount Joint Details
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PINK ON WEDNESDAYS GRAPHIC DESIGN Personal Project // February 2018 Colored in various shades of pink, Pink on Wednesdays illuminates abstractions of everyday objects and scenarios. Whether you are driving down Hollywood Boulevard along flamingo palm trees or swimming in cotton candy clouds, my imaginations of new fantastical and whimsical worlds are realized within these collages. This project is conducted on Instagram, on which I post every Wednesday, an ode to the film “Mean Girls” and its pop culture reference of “On Wednesdays we wear pink”.
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G RO UP THER APY AUTONOMOUS
ISLAND 54
ENTERTAINMENT
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DESCENT SCULPTURE Personal Project // November 2014 A series of crane sculptures crafted out of recycled plastic cutlery descending from the wall, this art project evoke ideas of sustainable art by composing unique form with unconventional materials.
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PROFESSIONAL EXPERIENCE
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CONTACT od58@cornell.edu
MAY 2018 AUG 2018
GENSLER Architecture Intern Chicago, Illinois Involved in schematic design and design development phases for retail type projects. In charge of designing multiple options and creating proposal documents for Midway Airport in Chicago, including perspective renderings and virtual reality walkthroughs in Enscape. Assisted clients with visualization of redeveloped space during meetings. Engaged in space planning and leasing calculations. Collaborated with interns of the North Central Region to generate research proposal studying new design technologies.
JULY 2016 AUG 2016
KOHN PEDERSON FOX Architecture Intern Shanghai, China Contributed to schematic design phase of the Yu Yuan Garden urban renewal project in Shanghai. Documented and produced existing condition drawings as well as historical preservation research. Assisted with concept diagrams, daylight analysis, and digital site modeling using Grasshopper and Rhinoceros.
AUG 2018 DEC 2018
SLADE Architecture Intern New York, New York Conceptualized initial schemes for diverse range of projects such as children science & technology museum, slave memorial and dental retail store. Assisted with diagrammatic drawings, site documentation, and perspective renderings to establish conceptual framework. Constructed physical model to assess different materials for interior lounge design.
JUN 2016 JULY 2016
JIANG ARCHITECTS AND ENGINEERS Architecture Intern Shanghai, China Involved in construction document phase of an office type project in Shanghai. Researched and contacted material suppliers, acting as intermediate between architect and contractor. Assisted with technical drawings and perspective renderings as well as engaging in client meetings.
JUN 2017 AUG 2017
WESTON BAKER CREATIVE GROUP Junior Designer New York, New York Created brand identities, marketing materials, websites, visualizations for a variety of clients ranging from tech startups, real estate developers to financial institutions. Produced 2D and 3D content such as virtual reality models, renderings, graphic illustrations and logo designs.
h tt p : / / m a r i a d i n g . m e /
+1 718.612.1610
EDUCATION 2014 2019
BACHELOR OF ARCHITECTURE Minor in Design and Environmental Analysis Cornell University Ithaca, Rome, New York City GPA 3.7
2011 2014
INTERNATIONAL BACCALAUREATE Auckland International College Auckland, New Zealand Score 41, Dean’s List
RELATED EXPERIENCE AUG 2017 MAR 2018
HOTEL EZRA CORNELL Design Assistant Director 93rd Annual Event
AUG 2017
CORNELL JOURNAL OF ARCHITECTURE Visual Representation Member Volume 11
SKILLS DIGITAL
ANALOG
Adobe Photoshop Adobe Illustrator Adobe InDesign Microsoft Office Suite Rhinoceros 3D V-Ray Enscape AutoCAD Autodesk Revit SketchUp
Hand Drawing 3D Printing Laser Cutting Photography Woodshop Molding & Casting CNC Milling Metal Fabrication
MAY 2018
JAN 2017 MAY 2017
Conceptualized and directed design for the Opening Cocktail at HEC. Transformed atrium into venue that corresponded to the chosen theme by incorporating design elements. Strategized new ways of adapting existing materials to design needs and budgeted to minimize additional costs. Led team of four to execute design within time frame of two days.
Collaborated with other editors in the Department of Architecture at the College of Architecture, Art, and Planning in soliciting and editing texts and drawings for the new issue of the journal. Assisted with theme selection, layout design and distribution. WEEKLY BLOGGER Cornell in Rome Published weekly writings and photographic images highlighting student experiences, guest lectures and field trips during a semester abroad in Rome. Edited text and photographs.
A fifth year student pursuing a Bachelor of Architecture with a minor in Design and Environmental Analysis at Cornell University, Maria has a keen interest in intervention, exhibition, and experiential architecture work. She welcomes unconventional proposals that address how emerging issues in the changing social, cultural, and natural environment can be resolved with architecture. Determined to excel in disciplines affiliated with her interests, Maria is an ideologically oriented and empathetic designer who hopes to find solutions that best serve the individual. Her passion for environmental psychology and pop culture can be attributed to her New Zealand heritage, where the Arts and nature intersect. Maria’s primary interest is to speculate and contribute to better ways of living and working.