GARDENS OF SERENDIPITY Preparing for the Fourth Industrial Revolution
A PROJECT REPORT Submitted by
Yashasvini Gopalan in partial fulfilment for the award of the degree of
BACHELOR OF ARCHITECTURE IN
ARCHITECTURE
SCHOOL OF ARCHITECTURE AND PLANNING ANNA UNIVERSITY: CHENNAI 600 025 SEPTEMBER 2020
ANNA UNIVERSITY: CHENNAI 600 025
DECLARATION I, hereby, declare that this thesis titled “GARDENS OF SERENDIPITY Preparing for the Fourth Industrial Revolution” is bonafide work done by me, under the
guidance of Assistant Professor Ms. Rajeswari Ravi at School of
Architecture and Planning, Anna University, Chennai during the period (December 2019 – September 2020). I further declare that the work reported herein does not form part of any other thesis based on which a degree or award was conferred on any earlier occasion.
SIGNATURE OF THE CANDIDATE
NAME: YASHASVINI GOPALAN ROLL NO :20157011574
ACKNOWLEDGEMENT
I would like to acknowledge my thanks to the Dean, Dr. Ranee Vedamuthu, Thesis coordinator Dr. K.R. Sitalakshmi and external guide Ar. Balasubramanian who have helped me with their valuable suggestions through this project. I am extremely grateful to my guide, Ms. R. Rajeswari whose patience, guidance and encouragement has helped me throughout my thesis. Finally, I would like to thank my family, friends and everyone else who mentored and inspired me through this journey for the last five years.
Contents 1. Abstract 2. Study
2.1 Introduction 2.2 The Fourth Industrial Revolution 2.3 Gamification 2.4 Situations of Illumination 2.5 Summary
3. Design Framework 4. Site Study
4.1 Site Selection 4.2 Movement Around the Site 4.3 DĂŠrive
5.Program Generation
5.1 Relocating the Housing Board Community 5.2 The Matrix 5.3 Introduction of a New Core Program to the Site 5.4 Data Driven Garden 5.5 Garden of Building Blocks 5.6 Rain Garden 5.7 Garden of Progress 5.8 Garden of Broadcasts
6. Formgiving
6.1 Site Plan 6.2 The Matrix 6.3 Data Driven Garden 6.4 Garden of Building Blocks 6.5 Rain Garden 6.6 Garden of Progress 6.7 Garden of Broadcasts
7. Feedback Mechanism
7.1 Endgame
8. References
1
Abstract The Fourth Industrial Revolution is characterized by a fusion of technologies blurring the lines between the physical, digital, and biological spheres. This would result in a transformation of the society at a global scale. By affecting the incentives, rules, and norms of economics and lifestyles, it transforms how we interact, learn, entertain ourselves and relate to one another. It is also capable of changing the way we perceive ourselves, as individuals and as a member of the human race. Alvin Toffler in his book Future Shock (1970) posited that “The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn�. Gardens of Serendipity uses Kotturpuram as a sample space to demonstrate how gamification can be applied to urban public spaces to nudge people towards becoming life-long learners, thereby preparing for the Fourth Industrial Revolution.
2
Study Concepts and connections derived from the study of the impact of the Fourth Industrial Revolution and Gamification.
3
Design Framework The application of gamification in Site Planning, Architecture and Design
4
Site Study Site selection and analysis taking into consideration the end goal and the gamified process
5
Program Generation A list of sub goals grouped together to achieve the end goal of becoming lifeWlong learners. These goals are then superimposed with the site, user groups and possible methods of gamification.
6
Formgiving The architectural manifestation creating spaces for the described programs.
7
Feedback Mechanism To achieve a more participatory environment that evolves with its life-long learners, as adaptation is the most important factor to survive the 4th Industrial Revolution.
8
References
4th Industrial Revolution https://www.weforum.org/agenda/2016/01/the-fourth-industrial-revolution-whatit-means-and-how-to-respond/ https://medium.com/the-capital/the-fourth-industrial-revolution-the-rise-of-theautonomous-economy-cfe0886ad8b3 https://medium.com/@frankdiana/visualizing-our-emerging-future-reviseda8f19cce559b
Gamification https://yukaichou.com/ https://www.gamified.uk/ Gabe Zichermann: How games make kids smarter - TED Talk The Gameful World: Approaches, Issues, Applications Steffen P. Walz, Sebastian Deterding Homo ludicus: The ubiquity of play and its role in present society - Peppino Ortoleva
Serendipity https://medium.com/@tommccallum/create-serendipity-386353d998f7 Guy Debord and the Situationist International - edited by Tom McDonough
Adaptable Architecture Adaptable Architecture - theory and practice - Robert Schmidt III and SImon Austin Flexible: Architecture that responds to change - Robert Kronenburg Constant: New Babylon - Rem Koolhas The Fun Palace: Cedric Price’s experiment in architecture and technology - Stanley Mathews