SYAFIQ AZMY ARCHITECTURAL PORTFOLIO
Table of TOC Contents
Interlattice
01
[RE] - Engage
07
Caravansary
11
Twisted Form
26
35
Swarm Intelligence: Defining Agent-Based Methodology
42
Conflict
Introduction
01
INTERLATTICE THE NEW HOUSING TYPOLOGIES
The establishment of human settlement through the ages has brought about rapid changes to the community and profoundly altered the social relationship that distinguishes mankind. The breakdown of culture or of the conflict opposing differences between generations in the urban areas causes the absence of meaningful personal relationships. A society must strike a balance between self interest of the individuals and the needs of the community. For this project, an integrated houses was proposed with intentions to strenghthening the interaction between local community. IBS construction system was used as part of the project requirement. The site located at Jelatek, Kuala Lumpur, Malaysia. It consists of small urban community settlement. Based on the observation done, most of the people around Jelatek still using the ‘kampung’ living style. Following the observation, the concept of ‘interlattice’ was used as strategy to achieved the intention. This concept aimed to distribute a network interaction between regular system of vertical circulation and to give essence in symbolizing and strenghthen the bonding between the community.
02
Concept and Ideas
CHINESE ICE-RAY LATTICE CONCEPT THAT PROVIDE CIRCULATION
FLEXIBILITY AND EASY WAY TO EXPAND NEW HOUSING UNIT TO URBAN CONTEXT
EACH INTERSECTION BECOME SERVICE CORE
PROGRAM PLUG-IN IN BETWEEN VOID CREATED IN THE SERVICE CORE. THUS, PROVIDE VARIETY VIEWS FOR RESIDENTS
Development Sketches
03
04
Conceptual Models
IBS Construction Diagrams
PLACE STEEL COLUMN
RAISE CONVECTIONAL COLUMN
CONSTRUCT BASEMENT
RAISE THE GROUND FLOOR AND STRUCTURE BY CONVECTIONAL METHOD
RAISE THE 1ST FLOOR BY USING THE LIFT SLAB SYSTEM
REPEAT THE SAME METHOD FOR THE NEXT FLOOR
REPEAT THE SAME METHOD UNTIL FINAL FLOOR
ASSEMBLE HOUSE UNIT ON EACH FLOOR
05
06
Digital Visualization
Introduction
07
[RE] - ENGAGE DEVIATING FROM NORM FOR TOY MUSEUM This project focus on the medium scale buiilding. The museum is designed for the hasbro company. Hasbro is a branded play company providing children and families around the world with a wide-range of immersive entertainment. The concept of [re]-engage were used due to the company strategic blueprint for developing toys. This concept focus more on the engagement of the programs itself with the user in relation with the site context. The main purpose for the concepts was to reflect the company profiles.
08
Concept and Ideas The design intent is to create the corporate gallery for the hasbro company. The museum programs are being deconstructed one by one to show its own identity as means to reflect the company image by providing options for indoor and outdoor movement. The design elements for this museum will guide any visitors to the building through the different building form and open spaces pathway. The hieracrhy of the design shows the important spatial organization of the programs.
ORIGINAL VOLUME CONTAINS ALL PROGRAMS
MASSING DIVIDED BY TWO DUE TO CIRCULATION IN MIDDLE
EACH OF MASSING PROGRAMS ARE DECONSTRUCTED INTO SINGULAR PROGRAM
PLACING EACH PROGRAM IN SITE
ORGANIZING EACH PROGRAMS INTO DIFFERENT HEIGHTS
EACH OF THE PROGRAMS CONNECTED WITH THE DESIRED CIRCULATION
Drawings
09
10
Design Visualization
Introduction
11
CARAVANSARY AVANT-GARDE IN DESERT The hypothetical site chose for this project is a desert. Desert is a really difficult site due to no context exist on the surrounding leaving it to be no man’s land. This project aims to provide resting place for people and camel to take a break from long journey. Back in older days this resting place is called caravansary. The rejuvenation of this project is to create new avant-garde architecture for Caravansary.
12
Concept
DESERT = NO MAN’S LANDS NO CONTEXT + NO CONTENT
therefore
NO CONCEPT + NO BOUNDARY ARCHITECTURE WITHOUT DIRECTION EXCEPT PROGRAMME AND FUNCTION
Concept
13
Since the site is no man’s land, the architecture exist as nature itself. there is no concept for this project. no direction and boundary. It is like a single line without exact lengths. Only programme and function exists. Thus, the concept is architecture itself.
14
Design Approach
START IDEAS WITH SKETCH ON PAPER
MANUALLY ORGANIZE IDEAS AND THOUGHTS
TRANSFER IDEAS FROM SKETCHES INTO COMPUTER
DIAGRAM THE IDEAS TO FORM A PROCESS
APPLYING THE PARAMETRIC APPROACH USING GRASSHOPPER
SINCE THIS PROJECT DO NOT HAVE CONCEPT, THE OUTPUT WILL BE ARCHITECTURE FORM ITSELF
ANALYZE THE POTENTIAL OF FORM CREATED IN THE COMPUTER
RENDER THE IMAGE CREATED TO VISUALIZE THE IDEAS
DOCUMENTS ALL THE IDEAS AND PROCESSES INTO A BOOK
Iterative Diagrams
15
NORMAL CUT
SIDE CUT
ADDITIONAL CUTTING ON BOTTOM
TRIPLE CUTTING FORCE MANIPULATION 1
TRIPLE CUTTING FORCE MANIPULATION 2
BASE SHAPE FOR FURTHER EXPLORATION
ITERATION 1
ITERATION 2
ITERATION 3
ITERATION 4
ITERATION 5
ITERATION 6
16
Final Iterative Diagrams
Computational Diagrams
17
MORPHOLOGY 1 (ISOMETRIC VIEW)
MORPHOLOGY 2 (ISOMETRIC VIEW)
MORPHOLOGY 1 (PLAN VIEW)
MORPHOLOGY 2 (PLAN VIEW)
18
Computational Diagrams
MORPHOLOGY 3 (ISOMETRIC VIEW)
FINAL MORPHOLOGY (ISOMETRIC VIEW)
MORPHOLOGY 3 (PLAN VIEW)
FINAL MORPHOLOGY (PLAN VIEW)
Physical Model
19
PHYSICAL MODEL USING 3D PRINTER TECHNOLOGY
20
Digital Visualization
Digital Visualization
21
22
Digital Visualization
Digital Visualization
23
24
Digital Visualization
Digital Visualization
25
26
Introduction
TWISTED FORM ICONIC VERTICAL FARMING The project located near the Highline, Manhattan, New York. The purpose of this project is to create vertical farming that consists of several commercials and residential apartments. The challenge lies in the contraints of the site, whereby the perimeter and guidelines are the famous consideration when approaching this design. With the parametric approach, each rotating tower get the specific views and thus defining new iconic building in New York.
Design Concept
27
SITE MASSING
DI VI DE
SITE AREA - 1.432 SQM BLDG FOOTPRINT - 1.165 SQM
DIVIDING THE NUMBER OF FLOORS; 15 FLOORS
C ON NECTION TO STREET
ADAP T I VE FO RM
VOID FORMED IN-BETWEEN THE BUILDING MASS PROVIDING THE EGRESS AND INGRESS.
THE BUILDING FORM IS ROTATED IN RESPONSE TO VIEWS AND ENVIRONMENT FOR MAXIMIZING FARMING NEEDS.
VEN TIL ATION BE TW E E N VOI DS
FARM I NG B RI DG E
ALLOW THE WIND TO PASS THE VOID IN-BETWEEN BUILDINGS
CONNECTING THE TWO BUILDINGS WITH FARMING PURPOSES.
28
Floor Plan
GRO UND FLOOR P LAN
LE VE L 5 FLO O R P LAN
COMMERCIALS AND RESTAURANTS
VERTICAL FARMING AREAS
Floor Plan
29
L EV EL 12 FLOOR P LAN
LE VE L 1 4 FLO O R P LAN
TWO BEDROOMS LAYOUT
THREE BEDROOMS LAYOUT
30
Mechanical Diagrams
BU IL D IN G CORE
ELE VAT O R CO RE
FI RE STAI RC A S E
LOCATED AT THE CENTRE OF BUILDING. THE CORE CONSISTS OF VERTICAL TRANSPORTATION, SERVICES, EMERGENCY STAIRCASE, AIR-HANDLING UNIT AND WATER PIPING.
BOTH ELEVATOR IN THE TWO BUILDINGS GO UP UNTIL THE HIGHEST FLOOR; LEVEL 15TH.
LOCATED IN TWO BUILDINGS THAT GO UP UNTIL THE HIGHEST FLOOR: 15TH FLOOR.
SUB-STATION CONSISTS OF TRANSFORMER,GENSET, CONTROL ROOM AND MAIN SWITCH BOARD.
TOP TANK
ELECTRICAL RISER
WATER FROM RESERVOIR TANK
A I R CON D ITIO NING SY STEM 3 MAIN AIR CONDITIONING SYTEMS USED; 1. SPLIT UNIT SYSTEM FOR SERVICES APARTMENT ZONE. 2. CENTRALIZE (LOCAL) SYSTEM FOR OFFICES, RETAILS, GYM AND OPEN SPACES. 3. CENTRALIZE (CENTRAL) SYSTEM SPECIALIZE FOR VERTICAL FARMING.
ELECT RI CI T Y SY ST E M
WAT E R SUP P LY S Y S T EM
THE ELECTRICAL POWER IS USING THE ‘COMBINATION’ SYSTEM DISTRIBUTED BY THE DUCTING WHICH IS UP FEED SYSTEM TO LOCATED INSIDE THE CORE. THE MAIN SUPPLY TO THE TANKS AND DOWN SOURCE FOR POWER COME FROM FEED SYSTEM TO DISTRIBUTE WATER NEW YORK ELECTRICAL POWER TO EACH LEVEL BY GRAVITY SYSTEM. SUB-STATION.
Structure Diagrams
FLOOR SLAB
DIAGRID END FLOOR CONNECTOR
31
ST R UCT UR AL COR E IN T H E CENT ER T O HOL D T HE B UIL D I N G
DIAGR ID ST R UC T UR E SY ST EM
32
Diagrid Construction
STEEL CLAMPING FOR WINDOW CONNECTION
FOLDABLE DOUBLE GLAZED ALUMINIUM GLASS FRAMED
DIAGRID STRUCTURE
SUSPENDED CEILING STRUCTURE AIR CONDITIONER ACCORDING TO MANUFACTURE DETAILS 50 MM THICK GYPSUM BOARD 50 MM THICK GLASS 50 MM THICK MAHOGANY WOOD FLOOR 50 MM THICK INSULATION WOOL 200 MM THICK PRE-CAST CONCRETE HOLLOW SLAB SPECIAL FABRICATED END FLOOR STEEL CONNECTION
STEEL CLAMPING STEEL ROD STEEL CASING
SPECIAL FABRICATE DIAGRID STRUCTURE NODE
Digital Visualization
33
34
Digital Visualization
Introduction
35
CONFLICT TERENGGANU, MALAYSIA TOURISM PAVILION This project is unique because the site and the program does blend at all. The site is located in Greater London, United Kingdom. The aim of this pavilion is to promote tourism state in Malaysia; Terengganu in the the conflict context. Since Terengganu is famous by its timber construction, most of material use in this project are timber. The form of this pavilion is different from the buildings exist in the context as to aligned with the conflict concept.
36
Concept Diagrams
MA IN A CCESS/ E NTRANCE
CI RCULAR P RO G RAM
BIG OPENING PROVIDE A SENSE OF WELCOMING TO VISITORS TO ENTER THE PAVILION
CIRCULAR WILL PROVIDE VISITORS THE ABILITY TO FREELY INTERACT WITH THE PROGRAMS WHICH ARE, EXHIBITION OF TERENGGANU OLD HOUSE ARCHITECTURE
3 S ID ES OF VE NTILATION
WALKI NG LO O P
THE OPENING ON EACH SIDES OF PAVILION ALLOW THE AIR FLOW TO GO OUT FROM THE PAVILION
VISITORS HAVE A POWER TO WALK AROUND THE PAVILION WHILE SEE THE DIGITAL EXPLANATION ABOUT TERENGGANU PAVILION
Concept Diagrams
37
C Y CLING LOOP
M E DI A WALL
VISITOR WHO LIKE TO CYCLE WILL HAVE THE OPPORTUNITY TO CYCLE AROUND THE PAVILION WHILE EXPERIENCING THE BEAUTY OF TIMBER
A WALL WHERE DIGITAL EXPLANATION ABOUT TERENGGANU’S TOURISM TAKE PLACE IN TELEVISION
GL U L A M TIMBE R STRUCTURE
E NCLO SURE /SKI N
THE STRUCTURE CONSISTS OF GLULAM TIMBER STRUCTURE THAT WRAPPING AROUND THE PAVILION
CONSIST OF A SERIES OF PANEL THAT MADE UP THE ENCLOSURE OF PAVILION
38
Digital Visualization
Digital Visualization
39
40
Digital Visualization
Digital Visualization
41
42
Introduction
SWARM INTELLIGENCE DEFINING AGENT-BASED METHODOLOGY The use of swarm intelligence nowadays has expanded not only to the field of science, but also can be seen in architectural explorations especially in the design process. Such explorations in architecture need to be defined in terms of how swarm intelligence can be segue into architectural typologies that focus on form, structure and site. This project describes how agent-based design methodology (swarm intelligence) act as a vehicle in the design process in defining architectural pavilion typologies. The study begins with addressing comparisons between analog, digital analog, digital parametric and agent-based design methodology. Next, the interaction between agentbased methodology with uncontrolled swarm experimentis studied. The processes developed during the first experiment is use to look at the possibilities of swarm parameters that can be use for controlled swarm for form, structure, and site simulations. In general the project study highlights the definition of swarm, theory of swarm intelligence, and presents an example of case studies on how swarm can generate specific architectural typologies. This allows the development of agent-based methodology workflow and programming algorithms that are used in the experiment simulations. The experiment simulations uncovered the creation of specific architectural typologies that do not belong into the realms of abstract computation but necessary for the role of designer to engaged in the experiments in order to control any number of parameters, and to provide the desireable architectural design intent that meet with certain set of architecture criteria such as structure opening size and thickness.
Uncontrolled Swarm
43
20 ITERATIONS Flock of swarm wander randomly within certain given parameters
40 ITERATIONS Flock of swarm started the cohesion and separation process
60 ITERATIONS Each of the swarm find its own visibility and starts to align with the other swarm
80 ITERATIONS Similar process of cohesion and separation occured here
100 ITERATIONS Swarm self-organize with each other and created exoskeleton that surround them
44
Uncontrolled Swarm
/ trim vector
length = 0.0 to 0.5
/ separation
/ align
reference agents count = 10 multiplier = 0.06
multiplier = 0.04
/ inertia + friction small scale = 0.967 big scale = 20.000
(100 ITERATIONS)
(80 ITERATIONS)
/ visibility
(60 ITERATIONS)
/ random vector multiplier = 1.000
/ wander
angle of wander = 4 degrees multiplier = 0.100
(40 ITERATIONS)
/ cohesion
search distance = 0.0 to 1.0 multiplier = 0.05
(20 ITERATIONS) Role of Computational Design Only
(40 ITERATIONS)
(60 ITERATIONS)
(80 ITERATIONS)
(100 ITERATIONS)
Swarm Formation in Form
PLAN VIEW
FRONT VIEW
RIGHT VIEW
45
PERSPECTIVE VIEW
46
Swarm Formation in Structure
PLAN VIEW
FRONT VIEW
RIGHT VIEW
PERSPECTIVE VIEW
Swarm Formation with Site + Program
PLAN VIEW
PERSPECTIVE VIEW
(15 ITERATIONS)
(12 ITERATIONS)
Site boundary and perimeter
(9 ITERATIONS)
Provide heights (6 ITERATIONS)
Circulation size, direction and area
(3 ITERATIONS)
Provide swarm points for simulation
47
48
Swarm Formation with Site + Program
PLAN VIEW
PERSPECTIVE VIEW
Form iteration 1
Form iteration 2
Adjust form size
Create opening for access
Adjust the opening size and structure thickness
Digital Visualization
49
50
Swarm Formation with Site + Structure
(100 ITERATIONS)
Swarm points for simulation
(80 ITERATIONS)
Area for simulation
(60 ITERATIONS)
Proposed structure for simulation (40 ITERATIONS)
Site
(20 ITERATIONS)
Swarm Formation with Site + Structure
Flexible opening that react to the structure load
Normal opening provided to the structure
Gradient Color Analysis showing how much line being streesed during simulation
51
52
Digital Visualization
Swarm Formation with Site + Context
(70 ITERATIONS)
(140 ITERATIONS)
(280 ITERATIONS)
(210 ITERATIONS)
(350 ITERATIONS)
53
54
Swarm Formation with Site + Context
Form iterations 1
Form iteration 2 with increase in size and provide opening for circulation
Swarm Formation with Site + Context
Create structure with variety size of opening
Provide aesthetic look to the structure
55
56
Digital Visualization
Digital Visualization
57
my ideals and principles in ‘ Toarchitecture which I believe should be deviated from norm
END
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Copyright Š 2016 Syafiq Azmy All rights reserved. No part of this portfolio may be reproduced or transmitted in any form or by any means, including photocopy, recording, or any other information storage and retrieval system, without prior permission from the author Designed and compiled by Syafiq Azmy Printed in Savannah. GA United States