Syafiq_Azmy_Portfolio

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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

’


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


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