TAYLOR FULTON Design Portfolio 2014 tfulton@cca.edu | taylorfultondesign.com
Contents Treasure Island Ferry Terminal
04-11
Year: 2013 Duration: 3 Months Project Type: Large Scale School: California College of the Arts Professor’s: Lisa Findley, Chris Haas
Stratum Networks
12-19
Year: 2013 Duration: 2 Months Project Type: Robotic School: California College of the Arts Professors: Jason Johnson, Micheal Shiloh
Tear Drop
20-23
Year: 2013 Duration: 1 Month Project Type: Installation School: California College of the Arts Professor: Jason Johnson
Golden State Warriors Arena
24-27
Year: 2012 Duration: 3 Months Project Type: Large Scale School: California College of the Arts Professor: Craig Scott
Sonarc
28-31
Year: 2012 Duration: 1 Month Project Type: Robotic School: California College of the Arts Professors: Jason Johnson, Micheal Shiloh
Studio 4 Housing Year: 2012 Duration: 3 Months Project Type: Residential School: California College of the Arts Professors: Leonardo Zylberberg, Kristen Sidell
32-35
Treasure Island Ferry Terminal (BLDG 4) Info:
Building 4 is a design proposal for the upcoming Ferry Terminal on Treasure Island, San Francisco. The design is based on reusing materials that are already exhisting on the Island, which will be demolishing 90 percent of the buildings there today and re-developed into new housing and commerical areas. From an abundance supply of wood on the island, Building 4 has a structural system that is defined by a wooden lamella framework which creates unique spacial interior and exterior spaces. Fitting the programmatic needs and introducing new ones, the design takes into consideration the future plan of the island and how people will interact and circulate into there desired places whether it would be there housing or commercial areas. Building 4 is self representing, and is designed to outlast future phases and developments, just as the three historical landmarks have accomplished for over a century. Comprehensive Building Design Studio:
Treasure Island Terminal Professors:
Lisa Findley, Chris Haas Collaborator:
Alex Barilov California College of the Arts
FIRST FLOOR PLAN WITH SITE CONTEXT
SECTION PERSPECTIVE THROUGH VIEWING TOWER
LEFT SIDE: BIRDS EYE VIEW LOOKING EAST NTO TREASURE ISLAND RIGHT SIDE: INTERIOR RENDER OF EXPOSITION HALL
BOTTOM: CROSS SECTION THROUGH TICKETING AREA/WAITING HALL
TOP: SHOWING HOW A LAMELLA STRUCTURE IS CREATED USING BROKEN UP PIECES OF LUMBER TO CREATE A VERY STRONG STRUCTURAL SYSTEM BY CONNECTING THEM AT EACH OF THERE MIDPOINTS TO HAVE A CONTINUIOS SYSTEM THAT ELIMINATES ANY WEAK POINTS THE LUMBER MIGHT HAVE. BOTTOM: EXPLODED AXONOMETRIC OF ONE VORONOI CELL SHOWING THE LAMELLA STRUCTURE WITH THE TENSOTHERM COVER.
CONNECTION BETWEEN THE TENSLOTHERM FABRIC AND THE WOOD LAMELLA THAT COVERS THE WOOD
SECTION DETAIL SHOWING WHEN TWO VORONOI CELLS MEET TOGETHER AND THE WOOD CONNECTION
SECTION DETAIL CUTTING THROUGH A WOODEN BEAM LOCATED AT THE END OF ROOF WHERE THE TENSOTHERM HAS TO COVER THE WOOD FOR WEATHER PROOFING
Boiler Water Storage Tanks
Water Pipes from Column to Tank
Radiant Wall Heating
Radiant Floor Heating
WATER COLLECTION DIAGRAM: SHOWING WATER STORAGE UNDER GROUND WITH THE CONCRETE BEAMS COLLECTING THAT WATER AND PIPING IT THROUGH TO THE TANKS. ALSO USING RADIANT HEATED FLOORS AND WALLS TO HEAT THE SPACES UP THROUGHOUT THE WINTER
LEFT SIDE: WALL SECTION THROUGH EXHIBITION HALL RIGHT SIDE TOP: CLIMATE ANAYLISIS WITH SUN ORIENTATION YEARLY AND DAILY RIGHT SIDE BOTTOM: SECTION PERSPECTIVE THROUGH FERRYWAITING AREA
Stratum Networks Info:
Stratum Networks is a computer aided kinematically driven robot that creates column-like sculptures using an additive process. It is a tool for digital and physically simulated speculation, and it has been designed for re-adaptaion and indeterminacy. The robot is controlled by three stepper motors that move the arms vertically. The arms then determine where the extruder head is in 3D space by creating a sphere around the point. The sphere always determines where the intersection points are on the three poles relative to its home position. The use of clay for the extrusion material involved finding toolpaths that overlapped often enough to create a structural stability in the piece so that it was strong enough to remain standing. By mixing five different clay powders, we were able to control the density and texture so that it had the right properties to build upon. The clay is extruded from of a syringe tip that it is joined to a piping system that connects to an air compressor. The amount of clay extruding is controlled by a regulator that determines the PSI of the air. Advanced Studio:
Creavtive Architecture Machines Professor’s:
Jason Kelly Johnson, Micheal Shiloh Collaborator:
Max Sanchez California College of the Arts
TOP LEFT: BEGINNING PRINT OF AN ARTIFACT
BOTTOM LEFT END PRINT OF THE SAME ARTIFACT
RIGHT: FINISHED ARTIFACT
LEFT SIDE: BIRDS EYE VIEW LOOKING EAST NTO TREASURE ISLAND RIGHT SIDE: INTERIOR RENDER OF EXPOSITION HALL
BOTTOM: CROSS SECTION THROUGH TICKETING AREA/WAITING HALL
TOP: PROCESS ARTIFACTS BOTTOM: FINAL ARTIFACTS
CONCLUSION: BEING ABLE TO TRANSFORM THE MATERIAL PROPERTIES OF CLAY INTO A SUBSTANCE THAT COULD BE PRESSURIZED OUT OF A SYRINGE TIP AND FORM THE ARTIFACTS WE SYNTHESIZED ON THE COMPUTER WAS THE ULTIMATE POINT WE REACHED DURING THE SEMESTER. THE NEXT STEP OF THIS PROCESS WOULD BE TO TAKE THE INFORMATION WE LEARNED, TO CREATE OBJECTS THAT WOULD NOT COLLAPSE ON ITSELF AND APPLY THAT TO RESEARCH AND DEVELOPE WAYS OF MAKING ARTIFACTS THAT WOULD REACH THE POINT OF ITS STRUCTURAL STABILITY AND ULTIMATELY FALL OVER OR COLLAPSE. CREATING CONTROLLED COLLAPSES WOULD RE-DEFINE THE PROJECT, IN THAT THE COMPUTER INPUT WOULD NEVER BE AN IDENTICAL SIMULATION OF THE CLAY OUTPUT, BUT INSTEAD THE ARTIFACT WOULD TAKE THE PARAMETERS AND RE-DEFINE THE ULTIMATE FORM. THIS WOULD CREATE UNLIMITED OUTCOMES AND COULD HAVE DIFFERENT VARIATIONS OF THE SAME TOOLPATH.
Intersection Points
Tear Drop Info:
Tear Drop is a project exploring the flow from digital to physical fabrication techniques. The intent was to create a design/build project that focused on the techtonics of materials and using their properties to develop a full scale model. We began by using catenary curves to simulate the model in Grasshopper, and then develop a skin system that changes porosity according to thedirectionality of the model in order to capture light and views. The geometry is based on revolving catenary curves to make a model that encompass a person when inside. It then lifts one side to invite a person into the piece. By suspending the model so that a single force will be created the geometry will act as a tear drop. The installation explored lightweight materials using 1/4� wood for the vertical structure, and Yupo paper for the panels. Architecture Elective:
Synthetic Techtonics Professor’s:
Jason Kelly Johnson Collaborator:
Sirada Laomanutsak California College of the Arts
POINT OF FORCE
CATENERY CURVE
1/4” WOOD STRUCTURE
LIGHTWEIGHT YUPO PANELS
TOP: FULL SCALE MODEL BOTTOM: LASERCUT PIECES OF YUPO
LASER CUT PIECES LAYED OUT IN ORDER
LASER CUT PIECES INSIDE LASER BED DIMENSIONS
Golden State Basketball Arena Info:
The project was to design a suitable arena for the Golden State Warriors who are moving across the Bay Area from Oakland onto pier 28 in San Francisco. The new basketball arena is a multiuse stadium that can be utilized not only through the basketball season but throughout the year when the season ends. This design focuses on the capability of viewing a basketball game in different ways by projecting out the VIP seating inward, and having that form determine the exterior structure. By separating the three circulation concourses from the other spaces used, the programs could be changed depending on the activity and the season. Given the magnitude of the structural techtonics the structure acts as an outside shell which creates more space for circulation and program. The form of the structure also creates Bay views and allows the inside be spatially adaptable for large crowds of people. Advanced Studio:
Stadium Studio Professor:
Criag Scott California College of the Arts
LEFT: INTERIOR RENDER OF ARENA TOP RIGHT: CROSS SECTION AND LONGITUDINAL SECTION THROUGH CONCOURSES AND ARENA SEATING AREA MIDDLE RIGHT: BOTTOM FLOOR LEVEL RENDER LOOKING THROUGH ONE ENTRYWAY INTO THE FIRST CONCOURSE CIRCULATION AREA BOTTOM RIGHT: EXTERIOR RENDER VIEWING FROM INTO THE FRONT ENTRY WAY FROM EMBARCADERO STREET
TOP LEFT: RENDERS OF PATHWAY VOID IN BETWEEN PROGRAM AND CIRCLUATION BOTTOM LEFT: SECTION PERSPECTIVE RENDER TOP RIGHT 01: DIAGRAMS SHOWING STRUCTURE/CIRCULATION/PROGRAM TOP RIGHT 02: RENDERS OF FIRST AND SECOND LEVEL CONCOURSE BOTTOM RIGHT: BIRDS EYE VIEW RENDER SHOWING SITE CONTEXT
SKIN
PROGRAM
SEATING BOWL
CONCOURSES
BOTTOM FLOOR
BOX SEATING
Sonarc Info:
Sonarc is a robotic rotating gantry arm that scans and visualizes a determined enviroment. Sonarc is used to capture not only the scale and size of an enviroment but the movement of people and objects over time. Onboard the Sonarc is an ultrasonic sensor that transmits and receives high frequency sound waves, much like a submarine or a bat. The microprocessor uses these signals to calculate time intervals in order to determine the distances of objects in a range of its environment. A servo aids the ultrasonic sensor in scanning the environment vertically, while a geared stepper motor continuously rotates the gantry arm 360 degrees. Distance values that read from the ultrasonic sensor are translated to a servo-controlled pully system, which moves the drawing device back and fourth. Advanced Studio:
Creative Architecture Machines Professor’s:
Jason Kelly Johnson, Micheal Shiloh Collaborator:
Max Sanchez California College of the Arts
YOP: PHYSICAL DRAWING MACHINE BOTTOM: MECHANICAL DIAGRAMS ULTRASONIC SENSOR SERVO MOTER
SMALL GEAR
CARRIAGE
BREAD BOARD ARDUINO BOARD
SERVO MOTER
STEPPER MOTER
POWER GEAR
PEN
FIRST DRAWING INTERATION
SECOND DRAWING INTERATION
SECOND DRAWING INTERATION
TOP: 2D DRAWINGS MADE FROM USING APPROXIMATED OBJECTS AT DIFFERENT DISTANCES BOTTOM LEFT: TIMELINE SHOWN FROM TOP VIEW DIAGRAM start rotation
120 SECONDS 0
BOTTOM RIGHT: TIMELINE SHOWING FROM PHYSICAL MODEL
90 degree rotation
30 SECONDS
75
SE
CO N
D
S
200 degree rotation
45
SE
C
O
N
D
S
end rotation
Hayes Valley Housing Info:
This project began by doing a site analysis of the Hayes Valley district in San Francisco. This housing project reflects the building density of San Francisco, and introduces new concepts on how to compact a certain number of units and still have private spaces with views of the city. Using an interlocking system provides each unit with a different experience. The units are arranged by having the upper floor be sliding glass doors, and the bottom floor will have fixed glazing. This arrangment makes it possible for each unit to have an outside space. The use of L shaped units create walkways that provide space for interactions with other residences. The bikepath is in juxtaposition to the modularity of the units, which creates public spaces and is wide enough for residents to ride from the street to their unit. Studio 4:
Housing Studio Professors:
Leonardo Zylberberg, Kristen Sidell California College of the Arts
TOP: EXTERIOR RENDER ON IVY STREET MIDDLE: MORPHOLOGY DIAGRAMS BOTTOM: LONGITUDINAL SECTION THROUGH UNITS
SECOND AND THIRD LEVEL FLOORPLANS THROUGH UNITS GROVE ST.
Gym Bike Repair Shop
Laundry
Outside Patio
IVY ST.
Bar
Restaurant
Kitchen
Bike Store
GOUGH ST.
Lobby/Admin.
LEFT PAGE TOP: FLOORPLANS WITH SITE CONTEXT LEFT PAGE BOTTOM: SECTION PERPECTIVES THROUGH UNITS AND GROUND FLOOR RIGHT PAGE TOP: ELEVATIONS FACING HAYES STREET AND IVY STREET RIGHT PAGE BOTTOM: EXTERIOR RENDER ON HAYES STREET
Bike Storage
GROUND FLOORPLAN
HAYES ST.
(831) 419-9739 | tfulton@cca.edu | taylorfultondesign.com