STUDIO PROJECTS BY JOYCE SUN
Everything can be an inspiration, where things can be designed out of everything.
C O N T E N T S
Study trip
Traces Of Wan Chai P.004
Client Porject
WHITE STONE - A LINGERIE SHOP P.011
Client Project
HKSC WORKLAB P.023
3D Project
STATIC MIST - A SMALL LIVING CABIN P.035
Client Project
WATER ; TIMELESS - A LIVING QUARTER P.047
Final Year Project
GAMEHOLIC PARADISE P.063
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Personal Statement
CHANGE THE SURROUNDINGS FOR BETTER I dream to become a successful interior designer in my future, that’s why I took the associate degree course in Environment and Interior design, and have been learning and working hard in the past two years in Hong Kong Community College. I am a person that is excited by change, who is ready to accept the challenge, step forward and to learn more about the function, space, use, material and form about interior architectural space and the surrounding environment. A design’s connotation is always more important than its beautiful appearance. The portfolio is an edited collection of my best artworks that were completed in the past two years, which can show my style as an artist and the improvement over time. In my designs, I like to blend what I designed into the surrounding environment, no matter it is a building or simply a unit. The wholeness of a community is very important, so I am particularly interested in designs associated with the linking spaces between buildings, those spaces where people usually ignore or do not even notice. With my passion in design, concern of the environment and interest in exploring the relationship between space, form, programme and human behaviours, I believe that I can change the surroundings for better.
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Chapter 1
Study Trip
Traces Of Wan Chai
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Chapter
01 brief This is a research focusing on investigating the human behavior, practice, spatial quality and interesting findings among the markets, as to understand why traditional markets still survive when the “newcomers” – supermarkets invade into our daily lives.
TRACES OF
WAN CHAI Topic 1: Inhabitants’ Identities Inhabitants = People that inhabit a place, especially as permanent residents or transient population.
race Appearance gender
ways to communicate
Aims & Objectives - What are the differences in spatial quality, atmosphere and facilities among the markets in Wan Chai? - How is the completion time of a market affects the design and human activities? - How do the sellers behave in the markets respectively? What in common and in difference? Why? - What affects the traffic flow and circulation in the markets? - What will the consumer concern when choosing which market to go? What are their behaviours of shopping in markets? In a certain pattern? - Other than the daily / fundamental activities, are there any others carrying on in the markets? What are they?
belongings
How to verify inhabitants’ identities?
purpose
age clothing behaviour income
Completion Date : NOV 2012
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WANCHAI MAP
SELLING PRICE PER UNIT: 750 - 2000k 350 - 750k BELOW 350k
A Survey & Notation of Urban Form & Situations
RENT PRICE PER UNIT: 1.5 - 3.0k 3.0 - 4.5k BELOW 1.5K AGE OF BUILDINGS RESIDENTIAL LANDUSE COMMERCIAL LANDUSE HOTEL ELDERS WOMEN STUDENTS CHILDREN FORENIGNERS STREET SLEEPERS / BEGGARS STREET BOYS / GANGSTERS DRUG ADDICTS BUDDHA CHURCH OF CHRIST SIKHISM METHODIST
INHABITANTS’ IDENTITY
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Topic 2: Alienated & Spectacles Alienated = Something do not fit the social context, the environment or the century. Spectacles = something called attention to one, which is of a striking or impressive kind; or a public show / display. (mostly in a large scale)
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plan analysis
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sketches
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Chapter 2
Client Project
White Stone A LINGERIE SHOP
The Best Protection Is Always Created By The Purest And Simplest Things On Earth. P.011
Chapter
02 brief A brand new conceptual “market” is going to open in Hong Kong. This experimental project includes more than 30 international brands. Each stall has to be designed under a unified imagery of “stones” – a layering of stones in the “market”.
a lingerie shop
white stone Form development (testing models + materials used) Method 1: Massing – Interlocking
It is an exceptional form if what the hosts are expecting. Well organized display system should be invented for the specific sales items, where the system should demonstrate the unique characteristics – say the form, size, material, texture, weight and how customers will make contact with – of the sales items and then formulate an order for the display and storage of them.
Completion Date : NOV 2012
Different ways of dissection form an interlocking of the mass. The different form of the foam is made based on 6 rocks respectively. One form is being dissected into 9 pieces, and further grouped into 3 groups of 3 dissected pieces each as to perform an interlock.
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Method 2: Envelop – Perforation Material: 250gram white paper Envelop models are regenerated to represent one from method 1. Different sizes and shapes of voids are created through the act of perforation. Different arrangement allows the exploration of the level of penetration and lighting quality for the interior.
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Method 3: Frame – Wrapping Material: Wood aircraft Plastic sheets (Translucent, transparent) Sandpaper 250 gram white paper
Planes are created one a line joins two points. Since an edgy form consists of a large amount of points, so it is fun to create planes within such a space. Furthermore, there are a lot of spaces being left as open spaces, where they are only supported by the frame but not walls. There is a use of different transparency and imprints to from visual depth, layering of space and illusion.
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Final Model Development (1:25) Material used for final model: 0.5mmWhite glazed cardboard 0.6 diameter beads A light bulb Space form through the making of the envelop. The final form is a 22-sided polygon.
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Idea development Protection = Something pure, private, unsure, guarantee, prevent, necessary Lingerie = Protect people’s most private and vulnerable places. (one of the most important kinds of protection on earth) Lingerie/undergarments = protection e.g. Like an eggshell, where the egg yolk cannot exist without the shell, at the same time it protects the inner layers. Eggshell = Undergarments Egg white & yolk = Human bodies Things that are fragile are always being kept out of people’s touch, placed somewhere with low accessibility, store and handle with care: 1. Eggs in fridge - have their own container 2. Sea turtles - keep the eggs they laid under their bodies 3. Birds - keep the eggs on the trees (nests) high above the ground
During purchase -> choose pattern, colour, texture, size, cutting‌ -> TRY! GO TO THE FITTING ROOM! -> requirement - 1st : comfortable 2nd : supportive 3rd : durable 4th : good looking * Create a slopping path (experience for customers) -> A sense of security
* Provide appropriate customers services - measurement - fitting before purchase - purchase with packing / wrapping - consultation * Be environmental-friendly -> Maximize the amount of sunlight going into the interior
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items for sale * LADIES’ UNDERGARMENTS - Colour : white (represent protection and feminine) : light pink : pink - Texture: cotton - Style: simplest - Cutting: top - 1. T-shirt bra - 2. Strapless bra - 3. Padded bra bottom - 1. High-cut panties - 2. Low-cute panties - 3. Boy shorts - Target customers assume: 180cm Female only. Any Age between teenagers to elders. - Staff 1. Consult & measure 2. Cashier 3. Fitting room (in charge) 4. Floor keeper & stock refill - Display system – (egg checkered edited) - Fold & store 1 item per unit - Categorize by cutting, colour, size - 1 fitting room is fixed inside - Glows at night (make the shape of the egg stands out in the dark) - Night-view of the interior space – with light penetrated through the racks of goods and cracks within - Actual size of every unit = 15cm x 15cm.
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Egg model Add light bulb with batteries, add beads as, undergarments, then turn the bulb on. For the spiral staircase, there is a difference in each step’s width, so every step is not the same. staircase of a difference in each step’s width.
draft 1:
draft 2:
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internal design
EXPERIENCE / CIRRULATION At first, one will pass through the entrance and arrive measurement counter. She then goes all the way up, where there is only one direction. Before purchasing the item(s), she will first arrive waiting area and the fitting room. Cashier could be the last stop for a customer, or she could walk further to the balcony on the top of the staircase.
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final model EXTERNAL DESIGN
Pattern of windows follow its planes. They are of different length but same width. The pattern is dynamic, where it extends / continuous / links to the adjacent plane. The whole building is built in white, where white symbolizes PURE & SIMPLE. The edgy design of the building can be referred as “PROTECTION�. Day-view: Sunlight penetrates through the long windows. P.020
Night-view: Light coming from the core part of the shop emits light and penetrated through the long narrow windows to the outside, which this feature is one of the most eye-catching and significant part to attract customers, as it glows in the dark.
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DETAILS
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Chapter 3
Client Project
HKSC WORKLAB
A Unity Of Separation And Coherence. P.023
Chapter
03
HKSC
WORKLAB
brief
Introduction
HKICC Lee Shau Kee School of Creativity – HKSC is the first and a unique Direct Subsidy Scheme (DSS) senior secondary school in Hong Kong devoted to actualizing creative education. The school is looking for opportunity for campus extension. The roof top of the HKSC campus building is a vast space and is now vacant for very limited usage. HKSC would like to name this as a “Work-Lab” project.
“The desire to learn is one of life’s greatest inspirations. At some level, life is a learning itself. But here we concern the formal definition of learning. Learning is: the action to learn; education; schooling; knowledge acquired by systematic studies; a lesson; information; an acquired skill. A place of learning is an environment of spaces where it is good to learn.”
Such a project will provide spaces and serve as a laboratory for students to experiment and study. The mission of establishing this “WorkLab) is the enhancement of experiment and communication, while the planning and design of it would first be an experiment itself.
School Facilities in HKSC: There is actually a lack of space for interaction and communication between art students, they need a place for them to create artworks, concentrate on their studies and exhibit what they have been doing. The most important, is to share, communicate and work among themselves.
Project requirements: - Total volume: between 480m3 to 1800m3 (depends on the nature of the “work-Lab” and what kind of function included) - Height limit: 3m above the wall at the roof top (~9m) - Number of storey: no limit - Both indoor and outdoor space could be included.
Site analysis (plan, existing facilities, what do people need?) 6/F of the building – Roof Top
Chosen site area: The shaded part is my work lab’s location. Such a place is chosen due to its high accessibility and spacious spatial quality, without any infrastructure or obstacles on the piece of land (not to mention the fence, as it will be demolished). The traffic flow of the area is relatively higher than the others on the same floor, since it is near to both the elevator and the staircase. My intention is to make people feel convenient and comfortable when going to the building.
Completion Date : DEC 2011
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There is actually a lack of space for interaction and communication between art students, they need a place for them to create artworks, concentrate on their studies and exhibit what they have been doing. The most important, is to share, communicate and work among themselves.
School Facilities in HKSC
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My philosophy on study 4 stages of learning Learning = Learning-Pyramid - Contextual but not compulsory - No end, always something new - An act or process of gaining knowledge, skills, values by study
Definition of my work-lab - Emphasize the experimental nature of work - User’s experience will go through at least 1 of the 4 stages of learning - A place where user can enjoy and have fun while learning without stress and restrictions
Aim
EXPERIENCE
RESEARCH -----------EDUCATE
DELIVER -----------EXHIBIT
APPLICATION
REFLECTION
- Allow user to experience the whole art production. - provide a place to enhance students’ spontaneity & motivation to communicate & interact among themselves, so that they can learn from each other, to increase knowledge for current and future projects. - Highlight the connection & individuality inside the building, reduce the barriers to communication, especially those caused by physical environment and psychological aspects. - Make people meet & situate people. - Make students reach out, try something new and different. Perform further on and do better.
UNDERTAKE -----------ATTEMPT
IMPROVE -----------REFINE
PRACTICE
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Concept
1. Individual spaces grouped within a small community, where the functional spaces have a close relationship / connection between each other. 2. White continuous exterior wall is installed outside the building as a huge canvas, where user can paint and exhibit their works from time to time. 3. Provide a space for students to further develop themselves 4. Privacy can be controlled depends on the user’s need (minimize the amount of fixed walls, use temporary/removable partition instead) 5. Convey a message: “Interaction should not cease even if working life begins.” 6. The project can be seen as one large space, or many spaces of difference functions.
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TESTING MODELS Testing model 1 (1:100) Functions are separated and distinguished by their height and area. The spaces that served the largest amount of people are relatively the biggest, vice versa. It is an open-plan building, where there are no windows. Every space can be located external (uncovered) or internal (temporary partition).
Testing model 2 (1:200) Divide and confirm all compartments in the building, categorize them into groups (where the functions are similar / have connections), then express their spatial qualities through shapes. P.028
Testing model 3 (1:200) Form of spaces are in rectangular and circular shapes. Where people can chat, share, rest, paint, draw, design, handcraft, exhibit, meditate and study within the space. This modified model is not as bulky as testing model 1. More open spaces are added and the height of the interior spaces are unified. Spaces of functions that are related to each other are grouped together. Corners of all sorts of geometric forms can also be used, form affect people’s experience within the area.
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final model development
The function of the building can be categorized into 2 parts: 1. Free communion space on the roof top 2. Functional spaces (every space beneath the roof ) The level differences of the floor on the roof top are mostly 50cm, so that people can walk around freely, or even sit down.
Apart from the function, the building itself can also be seen as 2 parts: 1. Big canvas (continuous exterior wall) 2. Building itself The canvas allows people to paint freely on it and exhibit their paintings as large-scale exhibits, where the wall can be painted back to white and paint something else from time to time.
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Final Model (1:100)
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Final Model with site
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Compartments: All the individuals are being located and linked together. Form follows function, the exterior wall is formed in an amoeba shape. Each space can support the stage(s) of learning respectively. A = Experience B = Reflection C = Practice D = Application / Delivery AD - Lounge x 3 (Social space + exhibition podium +resource centre) (For F.4, 5, 6 students respectively) AC - Studio x 1 (8 small studios within, with removable canvas partitions) / - Storage x 1 (as supporting facility) AC - Workshop x 1 AC - Multi-function Room x 2 B - Meditation Room x 3 Shared spaces locate in the core, where other functions are then created around it. One may say that the most public ones are located in the middle, while the most private ones, or those with lower accessibility are located in the outer areas.
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Analysis diagram Shapes have a great association with space and they are of different meanings. Somehow, shapes like triangle are not as practical and functional as circle or rectangular shapes. The shape of a space has to be considered depending on its function. Spatial planning is also very important. Functions can be combined within an area in order to create something new and innovative, not only functions, but also spaces.
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Chapter 4
3D Project
Static Mist A SMALL LIVING CABIN
Moments Of Richness Encountered Through Such Spatially Dense Living. P.035
Chapter
04 brief (grids) The project is all about the 3 major aspects of spatial design: FORM, PROGRAM & REPRESENTATION. Form = form making, and leads to the exploration of the making of the space, with the introduction of building components. Program = the understanding and critique on human activities and their correlation and presentation of ideas, which leads to the learning and application of the basic drafting techniques, architectural drawing conventions and design documentation.
a small living cabin
static mist Design rules by architects Alison & Peter Smithson
1. To work/write at a creeper bordered window
Design a small living compact living cabin according to Smithson’s notes for a couple in their age of mid-30, where it shrouds and accommodates their daily routines, forming an envelop that protects and enhance their lives. 2. To see the sunlight spread across the floor Completion Date : MAY 2012
3. To stand & look out without glare (without direct light, reflected light instead)
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4. To see the view/vegetation/ground/tress while sitting
5. To see out from the bathroom
6. To have easy access to possessions without sensing their presence all the time (storage)
Requirements:
7. To read in bed
8. To sit comfortably & read/talk of an evening.
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- Follow 8 design rules by architects Alison & Peter Smithson - Maximum volume: 108m3
Using my living pattern as reference
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Furniture and equipment in the flat
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SITE
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Testing models
Stage 1 (1:50) 1. Static
4. Harmony
Material: Cardboard A static architecture is one that uses no dynamic memory allocation after initialization of the application. Static architectures are often used in hard real-time and safety-critical applications with memory constraints.
Material: Paper Clay Harmony in visual design means all parts of the visual image relate to and complement each other. Patterns or shapes can help achieve harmony. By repeating patterns in an interesting arrangement, the overall visual image comes together.
2. Dynamic
5. Fluidic
Material: Cardboard Dynamic is a standards-based design approach to creating an integrated workplace infrastructure capable of rapidly responding to changing needs.
Material: Paper Clay One of the forms from the dynamic family, where the form is developed in a certain direction.
3. Flow
6. Calm
Material: Paper Clay The form of the flow design is highly associated with the gradient of the site.
Material: Paper Clay Something still or balance are able to be made out of this principle.
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Stage 2 (1:100) Choose one design from the previous stage and further redesign into 3 different ones.
Material: High density pink foam
Model 1:
Compartments: - entrance (main access) - bedroom (with bookshelf ) - bathroom - living room
- kitchen (with dining area) - staircases x 2 - workplace - entrance 2
Volume: 107.005m3
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Model 2: - E = Main entrance - BR = Bedroom (with bookshelf ) - B = Bathroom - LR = Living Room - K = Kitchen (with dining area) - S1, S2 = Staircases 1, 2 - W = Workplace - BL = Balcony Volume = 106.5625m3
Model 3:
- E = Main Entrance - BR = Bedroom - B = Bathroom - LR = Living Room
-K = Kitchen - S = Stairs - W= Workplace - E2 = Entrance 2 - BL = Balcony Volume = 107.5m3
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Final form (1:25)
Idea development:
Final form = refinement of model 2 in stage 2 of the testing models.
This is a cabin where people from the outside cannot see the furniture inside, as the walls are constructed as high as the furniture. All of the furniture are in white and also the walls, so everything will look very mysterious and unclear from the outside, this is why the cabin is so interesting.
Total volume: 107.354m3 Wall thickness: 150mm Interior wall thickness: 50mm Roof thickness: 250mm Staircases: 2 Entrance: 1 Balcony: 1 Storey: 2
A large amount of sunlight is allowed to penetrate into the interior as there are a lot of large windows, where they can give out different lighting effects and density since they are installed at different areas, both direct and indirect sunlight can go into the cabin. Although the cabin is structured from 3 rectangles, where all of they are in very geometric and regular shapes, they may look dull. In order to reduce the dullness, the walls and windows are constructed in irregular shapes, but at the same time, they fit each other well and able to create a little playfulness out of the boring boxes.
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Finalized furniture in the cabin: G/F - Living room - Working Area - Art area - Dining area
1/F (sticker065) - Bedroom - Bathroom - Balcony Axonometric: Make good use of natural light, where it is good for eyes, environmental-friendly and gives a feeling of extensity of the space
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Chapter 5
Client Project
Water ; Timeless A LIVING QUARTER
The Experience Of Floating From The Seabed To The Surface In A Living Space. P.047
Chapter
05 brief (grids) An architectural or interior model is a type of tangible and physical representation of a design. It is an essential way to communicate design ideas to clients, committees and the general public. Rough, study models can be made quickly using cardboard, wooden blocks, polystyrene, foam, foam boards and other materials. Quick, ad hoc models are sometimes made to study the interaction of volumes, or to get an idea of how they look from different angles. Designing a building, a structure and a space by using these “sketch models” or “conceptual model” can be a very open-ended and practical method of exploring ideas. They are an efficient tool for three-dimensional understanding of a design.
a living quarter
Water ; Timeless FORM GENERATION (Operation & Methods Of Space Making) Stage 1 : OPERATION & METHODS OF SPACE MAKING (with the use of grids, scale 1:100) Method 1 - Plane Stacking Most of the planes are randomly stacked up. Plan:
Completion Date : MAR 2013
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Material: 0.5cm foamboard Testing model 1 :
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Method 2 - Block stacking One block consists of 3 layers of foamboard, there is no particular method to build the model, but only stacking them up layers by layers.
Material: 1.5cm foamboard Plan:
Testing mode2:
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Method 3 - Vertical Plane A big piece of cardboard is being cut into 6 pieces of 15cm x 15cm. Spaces are created through flipping down as platforms. Material: 0.4 white cardboard Plan: Elevation: show the voids created by folding down the planes
Testing model 3:
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STAGE 2 : Define your own operation methods (with the use of grids, model size of scale 1:100) Testing model 1: Somehow, it is too complicated, where the utilization of the methods are not good enough and all-rounded. Material: 0.4 white cardboard 2 operation methods are used in this model: - interlocking planes - blocks building Plan:
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Testing model 2: Material: 0.5 foamboard Foamboard of different height and thickness are placed on a black foamboard of 12cm x 24cm in sequence. They can be categorized into different zones, if you use height to sort them into groups. The length of each piece within a zone differs 0.5cm. Plan:
Testing model 3: Material: 0.5 foamboard This model is a mixture of different thicknesses of planes. (from 0.4cm to 1.2cm) Where several boards are combined to form a wall.
Plan:
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Testing model 4: Material: Corkwood Transparent plastic sheets Plastic sheets are extended from the corkwood pillars, to create layers and spaces that are similar to a maze.
Plan:
Testing model 5: Material: 0.5 cardboard Cardboards of the same sizes are being cut out, random voids are created by folding planes downwards.
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Final method decision: Elaboration of testing model #4 - wall extension Different materials and operation methods have been tried and used in the models. #4 was chosen to continue with the project as the others are either too complicated, boring or lack of potential to change and further elaborate.
Refined model: Overlapping layers can be seen clearly in the photos, moverover, length and height of some particular planes was changed. - Turn transparent walls into opaque ones - Some technical problems encountered, as it was very hard to measure accurate the angle to rotate. - Space too loose, and has to be enriched in the final model. (Lack of connection within planes) - Transparent plastic sheets are added as glass panels - Entrances are placed - Divide the space into: 1. Exterior (<40%) 2. Interior (>60%) - Provide 4 individual living spaces: enclosed no size limit no identical in shape & size - Rich experiences required - Every space should include: - simple pantry - basic bathroom (bathtub, shower, toilet, sink) - Maintain privacy
Operation Diagram: step 1: set grid, 1cm x 1cm squares throughout the base of the model step 2: build blocks (rise from ground level) step 3: vertical plane extension from one or two sides of each block step 4: additional blocks added to the end of some particular extended planes (above the ground) step 5: insert horizontal planes among vertical planes (of different heights/altitude) P.055
FINAL FORM (1:50) The whole building consists of 4 units, where each of them has to include an entrance, pantry and a washroom. This is the design built on and refined from a model that was randomly created.
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G/F
+3.0 +0.0 +1.0 +2.0 +2.0 +2.0
+2.0 +3.0
+1.0 +2.5 +1.5
+3.0
1/F
+3.0 +4.0 +1.0 +2.0
+2.0 +2.0 +2.0
+1.0
+3.0
+2.5
+1.5
+3.0
FABRICATION – theme: water; timeless Choose a unit to further design the interior by adding materials to it. Chosen unit: the blue unit (sample board) Main materials – natural stone – sedimentary rock, pebbles, marble - glass - wood
PRODUCED BY AN AUTODESK EDUCATIONAL PRODUCT
PRODUCED BY AN AUTODESK EDUCATIONAL PRODUCT
FLOOR PLAN
- Glass windows: allow great amount of sunlight penetrating into the unit - White carved marble walls: create a dynamic space, where it looks like the movement of water - Old-boat wooden, stone floor, rock columns : super-temporal (beyond time & culture) FOCUS: CHANGE IN FLOORING = sequence of experiences you encounter on the seabed while you’re swimming
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SAMPLE BOARD
Pebbled Resin Floor (3rd level)
Old-Boat Wood Floor (1st & 2nd level)
Exterior
Bathroom Carved Marble Wall (For both interior and exterior) (Joints) (same as interior flooring on G/F)
Pantry Annealed Glass Window (Framing)
Bedroom
Sedimentary Rock Column (Random rubble stone masonry, filled with cement)
Interior
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FABRICATION MODEL (1:50)
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Rendering In this living quarter, people can feel the gift from nature. The materials used give a feeling of timeless and natural. The focus of the design is on the change of chosen materials and leveling of the floor. Such a change represents the sequence of experiences one will encounter when he/she is on the seabed. It is a trip from the bottom of the sea, where you can see a wreck ship, to the surface, where you can see sand and pebbles. During the trip, on your way to the surface, you will come across natural stones under water, it can be seen as an â&#x20AC;&#x153;interior swimming experienceâ&#x20AC;?.
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Chapter 6
Final Year Project
GAMEHOLIC PARADISE
A New Type Of Building - Video Gaming Resort That Provides Exclusive Experience To Gamers. P.063
Chapter
06 a search of one’s self & an investigation of a subject
an entertainment building
gamEHOLIC PARADISE design proposal & research report Aims & Objectives: • scrutinize the diverseness within difference types of resorts • differentiate resorts from the other kinds of accommodation, why choose resort? • learn about the relationship between human activities and the use of spaces • explore how the circulation, experience of people affect the planning and design of the building • examine the gradual change/evolution in people’s ways to relax and the reasons behind • figure out how urbanite get rid of their stresses and live their lives when they are living in such a fast-pace, busy metropolis • understand the culture and importance of resorts to people • investigate the association between an architecture and its surroundings, no matter it’s the people or environment • examine how human behaviour changes in various types of functional spaces/buildings
introduction Hong Kong is a metropolis where most of the citizens are living under high stress level, especially those who work and study there. Usually, they have been put under such stress since they started their school lives, where they continues and accumulates everyday. It is really hard to bare and keep up with such a fast living pace in the city. People feel stressed due to a bunch of factors, and they differ from identities. As a “Hongkongese”, is there anything I can do to change my surroundings for better? Maybe to build something where people can have fun, shake stress off and enjoy for the time being?
Completion Date : To be continued...
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Resort x Gaming = GAMIous RESORT? Resort x Gaming = GAMIOUS RESORT Resorts have long been peopleâ&#x20AC;&#x2122;s favourite places to go during holidays. They are great places to relax and let go of the stress theyâ&#x20AC;&#x2122;ve got. Hong Kong is a high-tech metropolis where the living pace is so fast that people almost pile up their stresses everyday. Daily, most of the citizens at least spend some time on playing electronic games. A gaming resort can be built to help them relief stress and have fun during vacations, combining video gaming and resort. The resort will offer children and adults of all ages a gaming experience that can only be achieved in an open gathering place with a positive, safe, and fun atmosphere where parents can feel comfortable both in spending ti me playing or leaving their children. Our center focuses on electronic gaming for all ages, especially for the people that are of severe stress.
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Pros & Cons of Electronic Gaming Pros: • Increase resistance to distraction • Enhance peripheral vision • A good social activity • Teach people more about life • Improve logic skills & problem solving • Increase attention span • Can be used to assist in education • Fun • Reasonable physical workout • Increase spatial awareness
Cons: • Easily addicted • Eating disorder • Lack of exercise • Some people can become desensitized to violence • Behavioural probems • Health Risks - Eyestrain - Obesity - Muscle pain in back, neck and shoulders - Joint problems - Headache & dizziness - Lack of vitamin D (decrease in exposure to sunlight) - Sleep Deprivation
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Target User Mainly: urbanite, young people and especially teenagers. Computer and video games have come a long way since Space Invaders and Pac Man. Today’s games are much more complex and interesting, and the technology has advanced to the point where a gamer can become immersed in a multimediaenabled ‘virtual reality’ or ‘alternate world’.
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Target Client 1 Revel Entertainment - Corporate Philosophy â&#x20AC;&#x153;ESCAPE TO A DESTINATION FOR UNCOMMON RECREATION.â&#x20AC;? Revel Atlantic City is a casino-themed resort owned by the Revel Entertainment Group. Revel Resorts CEO transforms his vision into reality. With no pre-defined ideas or pre-planned concepts, we translated his vision into an inviting, organic and non predictable space that would provide guests with a unique gaming experience in a warm and intimate environment.
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Target Client 2 Field Seven Corporation - Corporate Philosophy A Video Game Time Warp - “OLD GAMES ARE NOT DEAD.” Currently 2013, the company deployed 11 Super Potato stores. 9 stores Uchiha Osaka, the remaining two stores in Akihabar. It has the handling of the latest game is known for the large assortment of retro games in particular. If you plan on visiting Tokyo and you’re into retro games from the 80s and 90s, then you definitely don’t want to miss a shop called Super Potato in Akihabara. It’s one of the few shops in the area that sells old school retro games, but it has the biggest selection and you will find almost any title ever made.
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Chosen Site - Paterson Street, Causeway Bay
Information & Features • Total area ~ 205sq ft • The area lies within: Paterson Street Gloucester Road Cleveland Street Kingston Street • High accessibility: - Around 10 minutes walk from Causeway Bay MTR station exit E - Tram (Yee Wo Street station) - Bus (>20 routes) - Private Car - Taxi (Taxi station nearby) - Minibus • View: Victoria Harbour • Environment: Quiet, low traffic flow, uncongested, unbusy • Nearby facilities / infrastructure: - Retail shops (roadside) - Fashion Walk - Low-density mid-rise residential buildings - Victoria Park - Causeway Bay Typhoon Shelter - World Trade Centre - MCL JP Cinemas
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Design Direction: Facilities & Services In the aspect of a gamer, who is looking for somewhere to relax, escape and have an exclusive, extraordinary gaming experience, the below facilities and services are under consideration. (most supporting facilities pick on the disadvantages brought by long-time gaming):
Facilities: - Bedroom - Bar - Lounge / Cafe - Restaurant - Shops - Spa / Sauna - Massage centre - Pool - Sky Garden - Gaming rooms (Individual, group, open plan) - Gym / Sports Centre - Gaming record room - Anger release room (give vent to oneâ&#x20AC;&#x2122;s anger) - Lobby - Trading Centre / Gift Redemption Centre - Ipod stations in every bedroom - Jacuzzi
Services / activities: - Gaming - Tournaments - Shuttle bus - Catering (on schedule / time) - Daily featured games (will be awarded if mission is completed) - Wi-fi - Parties
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Design Direction: Operating Systems Modern Smart Cards System Check-in & out are to be done by the user himself / herself, without the need to go to the reception counter. It can be either a contact smart (like phone card) card system or a contactless smart card system (like Octopus card), where the smart card chip can be “loaded” with funds to pay for room fees and other additional fees. Kiosks will be located somewhere near the main entrance / in the lobby, as to serve customers who wants to check-in or check-out. It is an automatic system. The benefits of smart cards are directly related to the volume of information and applications that are programmed for use on a card.
GAMING RECORD
IDENTIFICATION PURCHASE
CHECK-IN
ACCESS-CONTROL REDEEM
CONTACTLESS ID SMARTCARD PAYMENT
TRANSACTION
BOOKING
CHECK-OUT
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Exclusive, Ultimate & Luxurious Experience Why choosing this proposed gaming resosrt? 1. Spacious - where you can play whatever kind of games you would like to, without worrying about destroying the place and surrounding environment. 2. Room service - Your room will be cleaned and fixed everyday. You do not have to worry about messing up the place. Furthermore, whenever you feel hungry when playing games, just give a call and your meal will go to your destination right away. 3. High quality audio systems and high-definition monitors - They can definitely provide more than enough quality and volume for any games and activities. 4. High variety gaming choices - Games since the 1st electronic games generation are available. Where you can bring old memories back to life, to have fun with old rare games and consoles. Games of different platforms, genres, generations are available. 5. Luxurious experience - There are all sorts of video gaming chairs for you to choose, where all of them are fully equipped (depending on which game / console you play), and they are so comfortable that you will feel like you are sitting on a massage chair. Some full motion simulator video game chairs are full-motion gaming controller. It is easy to set up and fully adjustable for game players of all shapes and sizes. The smooth gliding controls allow you to become fully immersed in the game as your body controls each movement. How perfect it is to play games and have massage at the same time? Moreover, games will also be available when you are have a nice bath in a jacuzzi. 6. Memories - Share your memories and moments with friends, have fun and enjoy the time being together while playing electronic games and enjoying the luxury resort lifestyle.
BEDROOMS RESTAURANT
POOL MASSAGE ROOM
GAMING ROOMS BEDROOMS
0%
100 %
+
30 %
40 %
30 %
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FORM DEVELOPMENT - EVOLUTION PROCESS
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FORM DEVELOPMENT - EVOLUTION PROCESS
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Stage 4: Final Form Development
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resort
GAME
excitement ceaseless / endless lively / dynamic pure entertainment competitive
luxurious stress relieving escaping from reality holiday mood
enhance human interaction provide exclusive and luxurious experience make people meet, to bump into comrades
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Voids are being cut out of the planes in order to zone and place functional spaces.
One of the planes in the exterior is flipped down to form the sky garden.
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Human activities are enhanced in all sort of ways: cooperation, online matching, competition, encounter...
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Horizontal planes are inserted into the 3D form as to divide functional spaces into different levels.
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Triangles of different angles and sizes are then pulled together to form spaces. Their qualities are distinctive and unique. ﹣﹣
Lines are joint together to form shapes. Among all the shapes, triangle has the highest elasticity.
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Lines can effectively give people a feeling of speediness, where it is one of the typical gaming elements.
In the semi-public zone, other than the podium level, there is a void in the center (penetrates all levels), which allows people to communicate and have an idea what is going on in the building.
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Paths in the interior are created by pushing down or flipping up the plane.
13/F 12/F 11/F 10/F 9/F
Sunbath Area
Outdoor Gaming Zone
Podium
B
Swimming Pool
A
Outdoor Bar & Cafe
7/F
Massage Rooms Spa & Sauna
6/F Sky Garden
5/F 4/F
Game Arcade Online Game Zones
3/F
Digital Bar
2/F
Handheld Console Freespace Video Game Zones
1/F
Restaurant Accomodation Game Library
Lobby Entrance
G/F
C Gift Shop
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D
A
B
The podium is one of the key features in the building. There is a large screen located in the exterior of the accommodation area, which allows people to have fun with an extra large display, and to share the moment with others. The screen faces the Victoria Harbour, where people in the opposite side of the harbour can also have a glance of the building. On the other hand, members on this level can enjoy the beautiful harbour view, even if they are swimming.
D
C
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victoria Harbour
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THE END THANK YOU
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