S U J A I
C H A N D R A N
U N D E R G R A D U A T E 2010 � 2015
P O R T F O L I O
T A B L E O F C O N T E N T S
01
02
R E S U M E
E L S E W H E R E (thesis)
T H E
1 - 2
3 - 3 2
03
04
S E E D S T A D I U M
A U T O M O B I L E S H O W R O O M
3 3 - 4 4
4 5 - 4 8
05
06
S U B M E R G E D M O U N T A I N 4 9 - 5 6
W A T E R F R O N T D E V E L O P M E N T 5 7 - 6 4
SUJAI CHANDRAN CV
01
R E S U M E
PERSONAL INFORMATION date of birth email id address contact nationality web url
03 - 04 - 1993 sujai.arch@gmail.com No 431, SaiBaba Colony, Asiriyar nagar, Tirupattur, TN - 635601 0091 8122980918 Indian http://issuu.com/sujaichandran
SOFTWARE SKILLS autocad 3ds max rhinoceros grasshopper
photoshop illustrator indesign sketchup pro
premiere pro ecotect lumion ms office
EDUCATION 2010 - 2015
College
School of Architecture and Planning , Anna University , Chennai , India
2013 - 2015
11th & 12th
SRV Higher Secondary School , Salem , India
2008 - 2013
till 10th
The Asian School , Bahrain
HI ! THIS IS MY PORTFOLIO. I am Sujai Chandran, a recent graduate from the School of Architecture and Planning , Chennai , India. I am a hard worker , a quick learner and I am eager to expand my professional knowledge , learn new stu and new languages in a new environment. I am an attentive listener and give enormous amount of attention to details.
The following portfolio contains a collection of my selected works from when in college and also contains competitions that I’ve worked on during that time. I sincerely hope you will enjoy my works herein. I look forward to hearing from you , thank you for your consideration.
THINGS THAT I ENJOY
football
sketching
cricket
ted talks
travel
graphic design
amateur photography
WORKSHOPS
books
food
SPOKEN LANGUAGES
Bamboo workshop An insight into the different modes of construction and the relative techniques involved in bamboo construction. Concrete workshop An insight into how concrete can be used in construction , techniques involved and an understanding of the finishing in conrete Laurie Baker workshop A learning of the ideals and processes that Laurie Baker followed. It also included hands on experience in brick and clay based construction.
tamil
native
Graphic design workshop An understanding of how graphics work and how to go about such designs
hindi
RELEVANT EXPERIENCE 2015
Creative Head - AGAM SEI ( newspaper )
2014
Creative Head - SAP Chronicle ( magazine )
2013
Internship at Lateral Architecture Studio , Bangalore , India Handled - Individual residences - Multi storey residences - Bar / Pub / Brewery interiors - School - Multi use centre - Stadium design
2012
videography
Snack Shack - Live Project
good
english
excellent
COMPETITIONS PARTICIPATED 2014
South India Design Competition
2013
Annual NASA - GSEN Design trophy ( citation )
2011
ANDC ( shortlisted )
malayalam
notions
02
E L S E W H E R E A N
U R B A N
E S C A P E
ABOVE : A general analysis of the dierent things people do in general to escape from life.
E
scapism - The want to get away from the banality of real life. In the present age, the modern man goes through a lot of stress and obviously has a high need for escape from the generic cycle of life. This is where movies, books, etc. come into action. Theme Parks are also a platform for escape. A major one infact. They provide a whole new experience that may seem like another world in itself. Escape shouldnt be just about getting away. It should be about the experience. IT should be something that can be taken back home. Life is a series of narratives - every conversation we have is a narration. Hence the idea of escape should also be a story. It should be authentic. And authenticity comes in when the story keeps changing, never static, never the same sequence.
PROJECT TYPE DESCRIPTION AREA SITE YEAR
: : : : :
undergraduate thesis redeďŹ ning escape / theme parks 50 acres Island Grounds, Chennai 2014 - 2015
Theme parks have always been about rides. What if a theme park is just a series of spaces that help the cause of escape as a story? What if a theme park brings out emotions at large? Gets your adrenaline high? What if a theme park starts to make you feel alive?
Theme Parks have become the place where people go to in order to escape from the realm of their work life. It has become a retreat to escape from the real world. People come here during weekends or during vacations. It provides them an alternate to the generic life.
But now theme parks are in the decline, much to good reason. Due to increasing demands, space requirements , etc. they started to move away from cities and hence become a problem in various manners like people cant visit often, deforestation, etc. General location of theme parks in major cities
Thorpe Park
Everland Theme Park
2 hr
r 2h
1.5
1 hr
Hershey Park
hr
Six Flags
VGM Golden Beach
1.5 hr
Coney Island
2 hr
3 hr
New York
London
Seoul
MGM
Chennai
The process by which sprawl happens due to these parks
Typical City
Theme Parks around city
Sprawl around theme parks
Exacerbated sprawl
Periodic fairs
Pleasure Gardens
Fixed fairs
Vauxhall Gardens , London Slides popular
from the evolution Size
population
Want for thrill
want for escape
thrill
regularity of visit
size
The basis of theme parks or places for escape started as a few typologies that were seasonal , static , or purpose based
Distance
The Origin
population
The Hill , Denmark oldest amusement park
16 th century
15 th century
14 th century
13 th century
12 th century
11 th century Medieval fairs
Romantic assignations Hot air balloon concerts ďŹ reworks dancing
The trial perio
Theme Parks is a typology that was originated as just as a few ideas that were focused towards escapism and entertaining the crowd. Over the years , the idea has developed. There were changes in terms of size , technological advancements , etc. Programmes started varying with the idea of an escape in mind. There were a lot of contributing factors to the evolution and development of such spaces. Population , people’s requirements , availability of space , developments in technology, etc. Based on such aspects, there were a couple of dull periods and good ones as well. But in the present scenario , there is an underuse of these spaces. Revival is necessary. Theme Parks have been the by - product of automibe centred society. Theme parks such as Disneyland , Disneyworld , etc. attracted all kinds of undesirable sprawl to Anaheim and Orlando. In the contemporary society where zero - car , zero - carbon is highly valued , the theme park has been located at the opposite side of the ecosensitive society.
Want for escape
work
Anim acr
regularity of visit
time RIGHT : The redeďŹ nition of theme parks.
Contests archery contests juggling mechanical rides
Era of modern funfair mechanical rides development
Educate visitors industrial achievement world fairs
od
1st ferris wheel Enclosed city illusion charged people ďŹ re threat
innovations roller coasters outside cities
The golden age
World wars TV - only source urban decay crime ghetto disintegration changing patterns Trolley Parks
depression
Advancement in technology , industrial revolution , people had more leisure time and more money which they could spend on entertainment.
02
03
Disney land wholistic new world
Within malls varied sizes varied activities larger population equal visits
Rise
People preferred to stay indoors than going outside . People started to get more busy with work. Money became a problem and so did the distance. Frequency became less.
forests
01
21 st century
20 th century
19 th century
18 th century
17 th century
mal display robatics
parks
depression continues . . .
city
The origin
forests parks
city
forests
city / parks
The present scenario
The redefinition
ecological footprint depletion distance thrill carbon emissions ,etc. frequency of visit
( site )
ISLAND GROUNDS BELOW : The radial outgrowth of Chennai .
1633
1923
1733
1875
1943
1971
Chennai - Ennore Road George Town Wall Tax Road
Chennai Port Fort St. George
Chennai Port
Fort St. George
Poonamallee High Road
Island Grounds Santhome Mylapore
Chennai Port
Fort St. George
Island Grounds
Santhome Mylapore
Island Grounds
Santhome Mylapore
Mount Road
Santhome Mylapore Cooum River
ECR
Buckingham Canal
Buckingham Canal
Adyar River
Nehru Stadium Chennai Port Thrivotriyur High Road
Chennai High Court TNPSC
Great Northern Trunk Road
Chennai Fort Victoria War Memorial
Chennai - Trivalur High Road
Government General Hospital
Buckingham Canal
Ripon Building Mayor Radhakrishnan Stadium Chennai Central The Hindu Headquarters
Poonamallee High Road
Chennai Press Club
Cooum River
Anna Memorial MGR Memorial
NH 45
Chepauk Palace
Buckingham Canal
Tamil Nadu Legislative Assembly Amir Mahal The LIC Building
Adyar River
Indian Coast Guard Place
Old Mahabalipuram Road
Island grounds is a site where there is no infrastructure or architectural interventions ; a site where any temporary programmes like exhibition , fairs , political meetings can happen and do happen because it is the only space in the centre of the city ; a site that is a public space also lacking infrastructure. This particular site also has a lot of importance in the context of the city of Chennai since the city itself was formed radiating outwards from this point. It is also going to have the importance in the future. The site is seen to be interlinked to other major parts of the city as well as the dense areas through a proper road and train network. It already has a cultural history and is also one of the most popular areas in the city.
ABOVE : The development of Chennai through the ages.
MIDDLE : ( from left to right ) The arterial roads ; the major water bodies ; the important landmarks around the site
BELOW : The present condition and happenings within the site
Parking area 1 Parking area 2 Parking area 3 P1
Park Town
E1
P2
Exhibition area 1
P4
E4
Entry 4
Parking area 1
Parking area 2
Parking area 3
Exhibition area 1
Exhibition area 1 ; 2
Exhibition area 3
Giant Wheel
Giant Wheel
E2
Political meetings area
Entry 2 ; 3
Entry 1
Parking area 4
Entry 5 Parking area 4 Exhibition area 4
Giant Wheel
E3
P3
Exhibition area 2 Exhibition area 3 Exhibition area 4 Giant Wheel
case 1
case 2
case 3
case 4
unhinged relax
STRESSED ANXIOUS
PANIC escalation
conceived threat
OK
perceived threat
FOCUSED
cowardice freeze
IMMOBILE
fight
FIGHTING
comprehend
COMPOSED
focus
FEAR
flight
courage
win resolve the threat
lose
AVOIDING
confront
RELIEVED
ABOVE : A study of the paths of fear , adrenaline and decision making. LEFT : The staircase of infinity.
Fear and Adrenaline
BREAKING DOWN THE CONCEPT
Both fear and anxiety are provoked by danger. Fear is the response to a specific and immediate danger. Anxiety results from a non-specific concern or threat. Today many threats are psychological rather than physical, but the same primitive impulse often takes hold. From an evolutionary perspective, the emotion of fear protected humans from predators and other threats to the survival of the species. So it is no wonder that certain dangers evoke that emotion, since fear helps protect you and is therefore adaptive, functional, and necessary. However, there is another important aspect of emotions to consider that, in the case of fear, may be important to decision-making as well as survival. That is, when an emotion is triggered it has an impact on our judgments and choices in situations. Adrenaline is brought out through fear and through obstacles. They push people to make decisions. And these decisions and moments are things that we all always remember.
LEFT : Uneasiness due to undulations. The illusion of a proper straight path.
The design Coming to the design. The theme park revolves around creating a wholistic experience that brings out emotions related to fear and adrenaline. People are to be detached from their groups, ripped of curiosity, confused, etc. People are supposed to be unaware of their location within the entire area. The major idea here is to create a system by which not two people will have the same experience. That being said, the same person will not have the same experience when h / she comes back there. That is because the experiences are split by blocks into the entire site. And only a handful of spaces will be visited. And hence the pattern of movement changes from time to time and from person to person depending upon their intuitions and fears.
Beginning Dramatic - The zone 1 is the entry and the total fear based zone
middle Buer zones / optional - This space has fear inducing and obstacle courses. Basically adrenaline inducing spaces with pause points and exits wherever necessary thus giving the person options of movement.
end Relaxing - This zone is entirely based on creating a calm and relaxing space after zones 1 & 2.
11
22
33
44
55
77
66
88
99
1111
1010
1212
1313
1414
1515
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7 try 7 En try En 6 try 6 En try En
5 try 5 En try En
4 try 4 En try En
3 try 3 En try En
2 try 2 En try En 1 try Entry 1 En
B B 10 try 10 En try En 9 try Entry 9 En
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2014 2014- -2015 2015 Sheet Sheetno no- -22 Entrance EntranceBlock Block
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The beginning part of the story is always theChandran most Sujai Sujai Chandran 2 2 0 0 1 1 0 0 7 7 01 01 55227of 7 dramatic or in some cases a complete paradox Semester SemesterX X what lies ahead in the story.
NN
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NOTES NOTES: :All Alldimensions dimensionsare areininmetres* metres* SCALE SCALE- -1 1: 300 : 300
AD AD9551 9551--Thesis Thesis
Here in the theme park, the entrance is the beginning of a dierent kind of experience. The entrance from the parking is majorly a forest with a play in levels and with water streams , etc. This is to create a forest kind of feel . This also creates an ambience that is soothing and pleasant. This is totally contradictory to what happens on the inside of the theme park. The idea is to create a paradox that allows people to come in with a false idea of what happens inside. A surprise element.
In this block, the visitors get an idea of whatever happens inside. The watch a movie, go thorugh a gallery, etc. They have the choice to leave before getting tickets. They are made to sign a waiver form before they are made to enter into the actual theme park which starts from the subterranean level.
theatre theatrefor forthe thevisitors visitors
Waiting Waitingarea area/ /lobby lobby eaea ar ar eded apap scsc ndnd LaLa
A' A'
Reception Reception/ /ticket ticketcounter counter
Locker Lockerrooms rooms/ /Changing Changing rooms rooms
Restrooms Restrooms
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water waterbody bodycreating creatingillusion illusion on onother otherside side
eaea ar ar gg in in enen recre c s s ie
Ramp Rampleading leadingdown downinto intothe the underground undergroundlevel level/ /tunnels tunnels
ie ovov M
M
Entry Entryfrom fromthe thelocker lockerrooms rooms through throughrandom randomopening openingon onwalls walls
1.3 1.3 2.4 2.4
BB' '
4.0 4.0
SSeecctt io ionnBB --
2.3 2.3
3.4 3.4
Place Placefor forshowcasing showcasingthe the numbering numberingofofthe thetunnel tunnel
BB Waiting Waitingarea area/ /lobby lobby Informal Informalgallery galleryfor forpeople peopletoto meander meanderthrough through Reception Reception/ /ticket ticketcounter counter Panels Panelsfor forputting puttingup upworks works, , etc. etc.
Locker Lockerrooms rooms/ /Changing Changing rooms rooms
theatre theatrefor forthe the visitors visitors
Ramps Rampsleading leadingdown downinto intothe the underground undergroundlevel level/ /tunnels tunnels
4.0 4.0
5.8 5.8
Restrooms Restrooms
4.0 4.0
AA' '
2.3 2.3
SSeecctitioonn AA --
8.5 8.5
1.8 1.8
6.3 6.3
AA
A'A'
meandering movement to the entrance. creating a paradox of chillness
NN
the roofs are a part of the walls such that they are at an angle that allows in very little light
The entrance into the underground level is dierent for each person. sequential movement from forest to gallery to ticket counter and the rest
B'B'
1 The entries and exits
a simple 2 Forming grid pattern based on the site boundaries
nodes at 3 Creating particular intervals/ intersections wiithin grid network
the 4 Decreasing spacing between the grids
pausepoints 5 Creating at regular intervals for ease of movement
ďŹ nal network 6 The wit the nodes and the pause points.
The idea here is that the underground tunnls are made mandatory. That is because peopel are made to go through dierent paths based on what the fear. Each node is based on a certain type of fear / phobia. These nodes can be changed from time to time such that everytime a person comes here, he gets a dierent experience and ends up in random places on top.
TUNNEL SYSTEM
A node where on has to witness light at the end of the tunnel for which he has to go through obstruction like tiny spaces.
THE MASTER PLAN
LEFT : The refuge area. An area for solitude. A node where people can go to in order to get back to their full active state.
The idea here is that the underground tunnls are made mandatory. That is because peopel are made to go through dierent paths based on what the fear. Each node is based on a certain type of fear / phobia. These nodes can be changed from time to time such that everytime a person comes here, he gets a dierent experience and ends up in random places on top. BOTTOM : The masterplan
Entry / Exit Fairs g/ trade fairs / festival areas (existing) Parking Entry to Park Entry Block Open Air Theatre OSR
MALL
Labyrinth 1 Transition space from labyrinth to labyrinth
GYMKHANA CLUB
OSR
Outlets , shops & eateries Watch Tower ADMIN Rock Climbing area
SERVICES
Labyrinth 3 Labyrinth 2 Labyrinth 4
COOUM RIVER
MAZE ASPECTS
multiple exits
brings down choice after a bad turn
repetitions. bring back to the initial position.
junctions
creating nodes that may act as landmarks or points of confusion
landmarks
clarity in movement. place making
THE MIDDLE The middle part of a story is usually the longest period in a movie and also it is the part where the plot seems to go either way. Paving way for options. Here, in the middle phase of the design, there are the labyrinth blocks which are all interconnected. The idea here is that nobody knows where they enter or which block they enter. Their movement inside is entirely upto their intuitions. They might want to continue the path till they feel insecure during which the concealed doors will open helping them out as an escape.
A node where on has to witness light at the end of the tunnel for which he has to go through obstruction like tiny spaces.
ssages
rtical pa
ith ve roduct w
final p
idea of
nectivity
intercon
Essentially a maze is a horizontal element that is majorly seen to be worked out on a planning level. The idea here is to revamp the idea of a generic maze. This is done by adding another layer , verticality , to a maze. By doing so , there will major confusions regarding the location within the context. The density of the context can be used to massive advantages. Above all, by bringing in verticality, we can make use of height based advantages for catering to dierent atmospheres / experiences.
+
y
verticalit
+
lity
orizonta
basic h
HORIZOTAL + VERTICAL
D'
C'
B'
A'
The transition spaces from one labyrinth to the other. Idea is to just give views below but keep the knowledge of transition at bay.
over the edge 1.0
.6
11
2.0
1.3
5.6
.7
10
2.0
2.0
2.0
1.3
2.2
6.5
?
8.9
22.8
2.0
11.2 6.5
28.2
2.0
11.3
up
56.9
.2
stairway of infinity
23
?
landscaped area
23.1
infinity / getting caught / confusion / overkill
2.7
14.0
2.0
2.5
6.2
5.9
28.4
water body
?
38.0
5.1
.9
7.1
2.5
16
12.8
.9
19
0.5
9.5
2.0
water body
4.0
2.7
2.0
2.0
1.0
8.5
3.0
.7
2.0
.5
1.10 .5
29
2.0
8.8
5.0
.4
16
3.6
19
4.0
1.1
2.0
3.0
14.1
4.0
.5
18
9.7
water body
.9
19
2.7
3.7 9.3 .7
13
3.2
.3
54
5.8
refuge
6.8
4.0
3.5
9.6
.9
46
4.5
1.6
16.7
over the edge
19.5
8.0
13 .3
walk over sharp things
.2
5.8
7.5
13
down
6.3
9.6
.7
C
14.7
4.1
.1
12 14
D
9.0 10.0
2.0
7.1
?
.5
walk through sharp things
19
3.2 12.2
0.2
up
37.3 3.1
12.8
activity , pause , refuge
Activity zones spread across
interconnecting all the activity zones through passages
Creating buffer zones cental to the empty spaces formed by zones
Connecting the activity zones to the nearest buffer zones for pause
Creating a central larger refuge area for revamp and rest, etc.
The idea here is to create pause points / buffer zones between different activity zones. These pause points may be part of the passage / maze system or may be separate landmarks or other such elements. All these pause points are small scale and may prevail in large numbers depending upon the number of spaces. There will be a central refuge area that will be larger than other buffer zones and is essentially a place to revamp oneself or the boost one’s energy again.
L ABYRINTH I NTERCONNECTIONS
C'
The four sectors of the labyrinth act as individual blocks but are interconnected by tunnels at various levels to keep the continuity of the spaces going. A'
B'
Based on the larger idea as to create a culmination point at the centre, the labyrinth is divided onto four parts. D'
The entire theme park is basically a large labyrinth. All passages etc. happen on the inside.
C ONCEALED E XITS
Based on where there are major activity zones and which may require attention to, concealed doors are placed
C
D
Inside each labyrinth sector is a collection of spaces based on movement with buffer zones and activity zones
Peoples movements are noted by cameras and in case of emergencies, the people will be guided to the enarest concealed exit which then opens up
B'
A'
A C'
D'
?
narrowing spaces / dead ends jumping over water
?
claustrophobia / darkness / heights 23.1
2.2
.6
11
1.3
5.6
.7
10
2.0
landscaped area
6.5
1.3
1.0
solitude / refuge / revamp 22.8
11.2
6.5
28.2
2.0
.2
56.9
23
?
stairway of infinity
water body
28.4
2.0
14.0
water body
up
38.0
?
12.2
2.7
37.3 3.1
12.8
5.1
capture / fall / unknown
8.0
.9
7.1
16
16.7 2.0
2.7
13 .3
12.8
water body
.9 9.5
19 .5
8.5
2.0
1.0
.7
8.8
5.0
29
.3
54
2.0
3.0
19
?
3.0
capture / fall / unknown
9.6
.9
3.5
2.7
ground floor
46
14.1
3.7
water body
2.7
refuge
9.7
.5
18
3.2
6.8
5.8
.2 up
9.6
6.3
5.8
7.5
13
?
.7
13
uneasiness due to undulations
14.7
9.0 10.0
2.0
7.1
.1
12
.2
D
19
C
?
discomfort
buer zones
B
?
uneasiness due to undulations
D'
C'
B'
A'
A
concealed exits
over the edge 1.0
.6
11
2.0
1.3
5.6
.7
10
2.0
2.0
2.0
1.3
2.2
6.5
?
8.9
22.8
11.2 2.0
stairway of infinity
6.5
28.2
2.0
.2
11.3
up
56.9
23
?
landscaped area
23.1
infinity / getting caught / confusion / overkill
2.7
14.0
2.0
water body
5.9
2.5
6.2
38.0
?
28.4
5.1
.9
7.1
2.5
16
12.8
.9
19
0.5
9.5
2.0
water body
4.0
2.7
2.0
2.0
1.0
8.5
3.0
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2.0
.5
2.0
1.10 .5
29
8.8
5.0
.4
16
3.6
19
3.5
9.6
.9
14.1
4.0
3.2
.5
18
water body
.9
19
2.7
3.7 9.3 .7
13
9.7
.3
54
5.8
refuge
6.8
4.0
4.0
1.1
2.0
3.0
first floor
46
4.5
1.6
16.7
over the edge
19.5
8.0
.3
13
walk over sharp things
.2
5.8
7.5
13
down
6.3
9.6
14.7
9.0 10.0
2.0
7.1
4.1
.1
12
.7
A'
A
B
C
D
14
B'
?
.5
walk through sharp things
19
3.2 12.2
0.2
up
37.3 3.1
12.8
B'
A'
A C'
D'
N
IO SIT AN TR CE A SP 3.0
1.0 1.3
6.2
5.1 6.5
2.0 1.0
14.5 37.3
.0 14.0
0.5
38.0
28.4
water body
confusion
5.1
3.2
12.2
22.0
0.5
3.1
19
?
1.3
5.6
.7
10
9.0
28.2 56.9
12.8
?
.6
11
22.8
void crossover
3.5
2.2
3.6
stairway of infinity
landscaped area
23.1
8.0
.9
23.0
4.0
7.1 16.7
.5
5.0
water body
10.9
9.5
8.5
12.3
12.8 8.8
5.0
.4
16
.3
54
3.0
.1
refuge
21
4.5
2.0
5.0
?
16
walk through / under sharp things
4.0
29
second floor
3.5 14.1
3.2
water body
3.7 19 .0
5.8
.7
10.0
2.5
5.6
7.5
12
refuge
5.1
.7
C
D
12
B
buer zones
D'
C'
B'
A'
A
concealed exits
?
ramp to first floor
transition space
discomfort
13 6
roof plan
ramp to first floor
D
transition space
C
?
B
discomfort
? uneasiness due to undulations
?
infinity / getting caught / confusion / overkill A
? uneasiness due to undulations
B'
6
A'
13
jumping over water
?
narrowing spaces / dead ends jumping over water
?
claustrophobia / darkness / heights 23.1
2.2
.6
11
1.3
5.6
.7
10
2.0
landscaped area
6.5
1.3
1.0
solitude / refuge / revamp 22.8
11.2
6.5
28.2
2.0
.2
56.9
23
?
stairway of infinity
water body
28.4
2.0
14.0
water body
up
38.0
?
12.2
2.7
37.3 3.1
12.8
5.1
capture / fall / unknown
8.0
.9
7.1
16
.3
16.7 2.0
2.7
13
water body
9.5
8.5
2.0
12.8 .9
19 .5
8.8
5.0
.3
54
2.0
3.0
29
2.7
9.6
.9
46
3.5
14.1
transition space
water body
2.7
3.7 .7
9.7
.5
18
3.2
6.8
5.8
uneasiness due to undulations
13 .2 up
9.6
6.3
5.8
7.5
13
?
1.0
discomfort
ramp to first floor
.7
?refuge
19
?
3.0
capture / fall / unknown
14.7
9.0 10.0
2.0
7.1
.1
12
.2
D
19
uneasiness due to undulations 13
?
C
?
discomfort
B
6
ramp to first floor
A
?
transition space
discomfort
?
section a-a' ?
?
infinity / getting caught / confusion / overkill jumping over water refuge
?
narrowing spaces / dead ends
11.2
transi
?
?
uneasiness due to undulations
uneasiness due to undulations
?
infinity / getting caught / confusion / overkill jumping over water refuge
?
? walk through / under sharp things
? capture / fall / unknown
walk over sharp things
?
6
6
6
claustrophobia / darkness / heights
walk through / under sharp things
?
6
?
20
section b-b'
?
capture / fall / unknown
walk over sharp things
? claustrophobia / darkness / heights
? ?
6
entrance confusion
6
6
uneasiness due to undulations
?
narrowing spaces / dead ends
11.2
13
uneasiness due to undulations
transi
11.2
narrowing spaces / dead ends transition space
N
IO SIT AN TR CE A SP 3.0
1.0 1.3
1.3
5.6
.7
10
1.0
14.5
37.3
22.0
14.0 28.4
water body
38.0
23.0
4.0
2.0
.5
5.0
water body
12.3
12.8
10.9
8.5
9.5
claustrophobia / darkness / heights
8.8
5.0
.4
16
3.2
14.1
3.7
water body
11.2
3.5 9.0
6
1
5.1
10.0
2.5
20
6
5.6
7.5
6
5.8
refuge
.7
C
6
D
12
?
?
B
? walk through / under sharp things
capture / fall / unknown
? A
walk over sharp things
?
claustrophobia / darkness / heights refuge / ? revitalization area void claustrophobia / crossover darkness / heights
? capture / fall / unknown
section c-c' 13
6
6
13.0
2.4
6.0
8.0
10.9
25.7
6 6
3.3
19.5
20
6
6
6
entrance confusion 1 ramp
? entrance confusion 1 ramp
narrowing spaces / dead ends transition space
.7
.3
54
3.0
.1
29
4.0
?
12
4.5
refuge
?
21
? capture / fall / unknown
? void claustrophobia / crossover darkness / heights
6.0
8.0
10.9
25.7
6
3.3
19.5
2.6 13
6
6
13.0
2.4
?
7.1
.9
16
16.7
?
0.5
8.0
refuge
capture / fall / unknown
walk over sharp things
5.0
3.2
under sharp things
jumping over water
? 5.1
0.5
12.2
walk through / under sharp walk through / things
.0
?
12.8
19
? confusion
6.5
2.0
56.9
3.1
infinity / getting caught / confusion / overkill 6.2
?
9.0
28.2
5.1
?
.6
11
? 22.8
3.5
2.2
3.6
?
uneasiness void due to crossover uneasiness due to undulations undulations
landscaped area
23.1
stairway of infinity
2.6
ition space
?
ition space
section d-d'
refuge / revitalization area
6
heights
6
13.0
6
13
2.4
6.0
8.0
10.9
25.7
6
3.3
19.5
2.6
? entrance confusion 1 ramp
? capture / fall / unknown
? void claustrophobia / crossover darkness / heights
6.0
8.0
10.9
25.7
6
3.3
19.5
2.6 6
6
13.0
13
2.4
refuge / revitalization area
An activity node focusing on uneasiness due to intrusions. Provoking a guy to jump, crawl, fall, etc.
Another activity node where one has to jump from plan to plank over a water body in order to go to the next area in the block.
03
S E E D C H E N N A I S
S T A D I U M R E C K O N I N G
SEED STADIUM, An ideal stadium for the FIFA U - 17 World cup in the Indian context would be one that is seeks timelessness by addtessing an integrated sense of social need, sensitivity to history and identity and the ecology at large. Public spaces to address various social needs through spectrum of comprehensive programs and spaces relative to the context to create an organically thriving and active place through the years. Glorifying the ecology of the context so as to envision a sustainable space and restore the design as a space to respect the history of context and yet to carve an iconic identity within the realm of evolving infrastructure.
ecology
social need
history & identity
Chennai originated as a group of ďŹ shing villages which started grouping together under the rule of the British from Fort St. George which became the point of origin and the start of the radial growth of chennai outwards. Chennai remains the the single void in the center of the dense fabric of the city.
1633
1733
1875
1923
1943
1971
The Walls wing is a spatial abstraction of the historical wall city core which was one of the most singniďŹ cant aspects of Chennai’s history.
THE CONCEPT The idea of this intervention has nature at its core, looking at the idea of a seed and the roots growing from it as reflecting the idea of the city radially growing outwards from the site. It also symbolises an attempt to bridge the disconnect between us and our own roots in history through the connection to the history and heritage of the city in the design. BELOW : Historical connect - The idea is to extract the character from the first five arterial roads in Chennai to translate into the form of each wing.
Road along
ROCKY
COASTLINE Ennore Port Road
Road along
SMOOTH COASTLINE
East Coast Road
Road connecting Important
NODES Mount Road
Road connecting
TRANSPORT Nodes
Poonamallee High Road
Road adjoining a Major Historical
WALL Wall Tax Road
SEEDS AND ROOTS
5 ROADS AS ROOTS
Radial , growth from the origin
5 arterial roads to reference the historical identity of chenai
PEAK & VALLEYS
LANDSCAPE
The idea of radiality in three dimensions and a visual of roots outreaching water
Landscape over all wings to reduce humidity on the micro level
Stadium ventilation by using Venturi Effect through the built form using a layer of landscape and vegetation to reduce the humidity inside the stadium by 60%
Stadium Ventilation Effect by Funneling t taining a constant wi
SKYLIGHTS
PERFORAT FIELD ENTRANCE TUNNEL
SEATING
by using the Stack the roof form mainind ow
Keeping the stadium chiller than usual and maintaining humidity levels by having huge landscape areas and having the roof of all the wings covered by grass.
STEPPED TERRACES
GREEN ROOF
TED WALL LANDSCAPED BALCONIES
WI N G LE VE LS green roof
glazing
sixth floor
fifth floor
fourth floor
third floor
second floor
first floor
ground floor
site
S T ADI U M LE V E LS
funnel / green roof
structural system
perforated walls
seating
site
The site has a multitude of different programs changing either seasonally or regularly happening with temporary infrastructure coming up every time they happen. The idea is to shape the distribution of the existing programs in the site using the wings of the built form and use the wings to provide the supporting infrastructure for the various prograns to happen as and when they do. The result is an amalgamation of diverse programs forming a transient landscape of fluctuating use channelised in specific activity zones.
The aim of the design is to achieve the comfort level for the players from the rest of the world. The idea for the landscape and the concept for the built form in the form of wings all evolve with this functional need in mind. This naturescape, combined with the infrastructure will lead to an iconic solution creating an identity for the event and the city as a whole while also looking to solve some issues specific to the context at hand to actually make a difference.
A nexus of towers creating an axial walkway as interludes. This is a spatial abstractio of the Mount road which is a road connecting a lot of important points.
The landscaped balconies. The idea here is to use landscape to cool the air that gets into the stadium thereby reducing the micro climate within.
The inside of the stadium with the funnel like roof structure that allows for better ventilation through the stack eect.
A spatial abstraction of the Poonamalle high road which is basically a long wide road connecting major nodes for transport purposes.
04
AUTOMOBILE SHOWROOM l a m b o r g h i n i
s h o w r o o m
LAMBORGHINIS SHOWROOM The project was to design a showroom for an automible company of our choice. Here, the comapny chosen is Lamborghini. The design was world famous sports brand. The site was situated at the end of a busy street at the heart of Chennai. The idea here is to replicate the idea of the brand ito the design and make it a major
The slopes by which the cars move up and come down.
The different floor plates of the structure.
aspects of the brand are boldness, solidity , symbol of the brand is a raging bull which obviously symbolises what they design. Here, we take the fierceness of the bull , the solidity required and everything else as the analogy for the design. We make maximum use
Tensile strings holding the body symbolising the controlling of a raging bull.
by using a simple geometric shape to begin with. This shape then transforms into a form which looks like it is raging forward but is being controlled at the back and also by having some tensile strings at edges. A cavite is brought about at the back to create a slope for cars to move up and down. And the body is transparent to enable maximum transparency to the moving public outside.
The fierceness is shown through the sharp movement upfront.
The corners are brought down to symbolise control and power at the front.
connected and then extruded to two levels
Frontage the horns of the bull
General extrusion of the boundary
LEFT : The front view of the showroom RIGHT : with the process and ideas of symbolism involved at each stage.
The site at a corner
05
THE SUBMERGED MOUNTAIN r e s o r t
i n
m a h a b a l i p u r a m
THE SUBMERGED MOUNTAIN Mahabalipuram in general is a heritage site. Many of the monuments here are still intact. But Mahabalipuram is known as the LOST CITY . Why is that ? There is a vast number of buildings far more greater in size and story that have been washed away into the seas. We know of that fact. But when it comes to experiencing Mahabalipuram as a whole, we experience and see only the heritage that exists and the stories that lie behind them. We do not and can not experience what is lost. Or , we cannot experience what is SUBMERGED out at sea . The lost city of Mahabalipuram and its qualities are something that is left to the imagination. The idea is to make the resort here in Mahabalipuram an element of the history that it has. To make it something that uniďŹ es the existential heritage and experience that Mahabalipuram has and the one that it cannot - the submerged and the unknown . In the same way bring out the curiosity of the visitors. Get them to experience being one with the history of Mahabalipuram all together. To get them to experience aspects of Mahabipuram that will get them to understand the conditions of the lost city as well as entertain themselves to the beachfront and the vast amenities that are provided.
CONCEPTUAL EVOULTION
SECLUSION
FOCUS SHORE TEMPLE
First layer to seclude the resort mainly from the resort on the side and the other stu.
The secluded portion to be shaped in such a way to create a focus based on location of the Shore Temple.
SEA MOUNTAIN / PAGODAS Pathways created to form seven portions resembling the seven pagodas. Looks like a mountain from all sides.
THE TRANSITION PARTY LAWN
The party lawn is situated at the centre of focus , creating the sense of transformation from the existential to the submerged by having elements below ground as the party lawn , pool , etc. and a green roof at the top that provides views to the beach and the shore temple and at the same time accomodating additional activities which may involve adventure sports, etc.
The elevated The common areas Entrance
The transcendance The semi submerged party lawn with an accessible roof
The submerged
The submerged rooms near the coast
The elevated buildings having admin
WHATS HERE What we now experience . Existing part
Layer 1 The second layer with party lawn
WHATS THERE
The lost por,tions, The lost history, The lost experience.
Layer 2
THE IDEA
Layer 3
Third layer with the green roof
A transcendance into what is here and there.
Fourth layer with the submerged area.
Layer 4
PANCHA RATHAS
FOCUS
SUBMERGENCE
GREEN ROOF
Room types 1 & 2 capturing the chariot like feel of the rathas. Hence the elevation.
Party lawn placed at the focus to create a more active common area w.r.t the other areas.
Room type 3 placed underground such that it resembles the heritage lost at sea.
Green roofs provided to allow for more landscape and areas for additional activities.
THE SUBMERGED ROOMS The underground rooms are designed to replicate the possible experience of having to experience the heritage out at sea. It is set to create a feeling of being submerged with a slight light seen at the end towards the beach from any point in the corridors in the area. And the rooms have a direct opening to the green roof creating private lawns with views to beach.
GREEN ROOF Sloped roof over rooms 3 and party lawn to allow additional seating
ROOMS 3 Submerged rooms to replicate the lost city and its experience
ROOMS 1 & 2 Rooms replicating the chariot feature of pancha rathas
ADMIN The seven pagodas plus the maintenance. Includes restaurants, gym, etc
SLOPES DOWN Slopes to the party lawn and the submerged rooms.
WATER BODIES Apart from a central swimming pool in the party lawn at the centre.
LANDSCAPE The landscape is placed such that there is ample amount where-ever you are and gel with water bodies
PATHWAYS The pathways are done in such a way to accenuate the planning and to create a sort of loop.
THE SITE The site situated on the coast of the Bay of Bengal in Mahabalipuram.
The elevated
The submerged
Section a - a’
The elevated
The transcendance
The submerged
Section b - b’ The elevated
Sectio
The elevated
The transcendance
Sectio
The elevated
The transcendance
Section c - c’
The elevated
The transcendance
Section d - d’ The transcendance
The submerged
on e - e’
on f - f’
The submerged
The submerged
06
WATERFRONT DEVELOPMENT i n d i r a
n a g a r
t o
t h i r u v a n m i y u r
TRANSIT
DESTINATION
Transformation of the dead spaces around the canal into active destinations.
2010s 1960s 1900s 1850s
Pollution
1960s 1900s 1850s
Encroachment
The stretch between the Indira Nagar Metro and the Thiruvanmiyur Metro is approximately 700 mts. The Buckingham Canal runs in this stretch parallel to the MRTS railway lines. The Buckingham Canal is known for its use as a navigable canal in its early days and now for its immense pollution percentage. The OMR stretch is a transit highway, and hence the canal is more of just a visual element rather than anything else. The slums on the side of the canal are the major depositers of waste along with industrial waste. The idea here is to make the canal navigable again and to activate the dead basement of all the mrts stations along the canal. The basement of these stations are transformed into docks for boats using the canal. The canal is activated by widening it a bit and then making the banks a market and leisure space amongst other things. This makes it visually great as well as serves the major population of the people coming across. On the side of the slum, there are playgrounds, and other such spaces. The slums are then transformed into container housing which is versatile to later developments as well. On the whole, the canal which is just a transit element is now converted to a destination as well and the mrts stations now cater to two types of transport modes.
2010s
WATERFRONT DEVELOPMENT
Institutes IT sector
CIRCULATION
SLUM LOCATION
FIGURE GROUND The Institutes are found to be covering more area when compared to the IT sector. This continues to change over the stretch.
From the circulation it can be seen that th OMR driveway is used as just a transit to get off at points like Thiruvanmiyur , Neelankarai , Adyra , etc.
TRAFFIC ANALYSIS
The slums prevail at only one side of the canal - towards Indira Nagar. These slums are all encroachments on land belonging to the MRTS.
TRANSPORT NODES
INSTITUTIONAL / IT
There is a major difference in the density of the two sides of the canal the side towards Indira Nagar being more dense when compared to the other side towards Guindy.
The only transport nodes here are bus stops and the MRTS stations.
Fast Slow
The OMR driveway being a wide road, and with a small number of signals in between, the traffic seems to flow with ease except at junctions.
SITE DERIVATION Possible Sites on the Buckingham Canal which can undergo redevelopment in order to sustain the canal and to activate dead space.
Vyasarpadi
Housing
Chennai Central
Commercial / Housing
Island Grounds
Gallery / open spaces
Anna Salai , Triplicane
Commercial development
Mylapore
Housing Development Parks
Kotturpuram
Housing development/ Play area
Adyar
Commercial / Parks / Gallery
Indira Nagar
Housing / Commercial / Parks
Thiruvanmiyur
Housing / Commercial / Parks
DESIGN EVOLUTION There is a basic dierence in density between the two sides of the canal. One side is denser than the other.
1
The user groups on either side are majorly institutional on the left and residential on the right. The usage and activities vary accordingly.
2
The relationship between the two sides is got in terms of the continuation of the pedestrian network on either side. Along with bridges over the canal at the same places.
3
The pedestrian network is done in such a way that the canal and the adjacent development is framed. The people coming through should be able to view the canal as a destination.
4
There are pocke between the pa These pockets dierent progr based on the usa activities of the pe their respective sid
5
ets split athways. enclose rammes age and eople on des.
The space at the junctions where the pedestrian paths come with the canal road, are made more active with a change in programmes or are made commercial.
6
The basement of the MRTS is made a dual transit node by having docks there. At these junctions the canal is extended on the sides to allow movement.
7
The side towards the OMR is designed with a slope and few shops suh that the view is uninterrupted for the passers towards the canal and development.
8
The slums are relocated to the area near the MRTS along with proper housing. They are basically not moved from their original location.
9
DESIGN ELEMENTS
The basement of the MRTS which is dead is activated by converting it into a dock for boats that access the canal.
The area adjacent to the main road is converted into parking spaces and parks depending upon the edge conditions.
The layer next to the park area is a lane that is used for walking and cycling. This is over the market and has a great view of the canal.
The shops that make up the market are below the walking lanes and is facing the canal to facilitate a more canal friendly market which is one of a kind.
The lane next to the shops is the area for spillover and for more proper shopping for people who come to this marketplace.
Th the pe so wh Sp
he sloped area next to e shoppers lane is for eople who want to have ome time o and just sit hile facing the canal. pace for landscape.
The next layer is the walking lane which is right next to the canal. This is where the people get dropped o for the market and to get on the other side.
There are bridges connecting either side of the canal. These bridges are a continuation of streets from either ends to create a sense of connectivity.
The slums on one side of the canal are moved to one end of the area. The slum housing is then converted to a container settlement which allows for further increase in number of residents and is hence versatile.
ujai Chandran