Selected Works 2012 - 2017
Yuxuan Liu Works Volume
- Syracuse University - Department of Architecture -
A Film of My Design Work
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“Today’s new systems can be traced to the excitement generated by yesterday’s imaginative speculations. Today’s speculative ideas may be the seeds of tomorrow’s systems.” – Ronald M. Baecker, Human-Computer Interaction: Toward the Year 2000
Content Table
Companion Architecture - The Integration of Architectural Phenomenology with Interactive Architecture
Mini Game Design - a Card Game Developed by C++ Muted Icon - Against the “onslaught of singular buildings� Architectural Discussion of Montage - a New Episode for Roosevelt Island
Link Square (Link^2) - a Clash of the Old and the New
Other Works
Intern Work Junya.Ishigami + Associates - Competition Interior Perspectives
Intern Work MAD: Tensegrity/Aggregation Installations - Installations Developed by Grasshopper The Airport Control Tower in Alicante - Realizing unrealized project from Enric Miralles through digital cinematography
Top: Studio Olafur Eliasson, Feelings are Facts Bottom: Main Entrance Hall, Barragan’s House and Studio
[ 01 ] Companion Architecture
The Integration of Architectural Phenomenology with Interactive Architecture (Thesis Prep Book is Viewable under “Writing Sample”) Thesis Prep Research Project Team: Yuxuan Liu and Ruixue Wang Primary Advisor: Amber Bartosh Secondary Advisor: Brian Lonsway & Ivan Bernal Fall 2017
“Today’s new systems can be traced to the excitement generated by yesterday’s imaginative speculations. Today’s speculative ideas may be the seeds of tomorrow’s systems.” - Human-Computer Interaction: Towards the year 2000 The two fields: human-computer interaction and phenomenology in architecture, are proposing by us to cross to create new potential. There are centain elements in static achitecture that can inflect mood, control a situation, and curate experience; can create atmospheres that are supporting, uplifting, or inspiring; can have a certain connection with people. Technology could take a “background role”, described by Don Ihde in his book Technology and the Lifeworld , in configuring these elements, and provides alterations in same single space to alter human’s experience. This thesis is not intending to design a building that is designed for a certain condition, but instead to introduce interactive architecture to dynamically invoke user’s emotional response to architecture by altering lighting elements in order to enhance the connection with what Martin Heidegger described as “place”.
Part 1
Historical Background: Human-Computer Interaction
The first known use of word “computer” was in year 1613 in describing a person who carried out calculations. It was not realized until first modern analog computer invented in the year 1872. In 1950s, “As we may think” by Vannevar Bush was the first ever theory about computer as a potential device for transforming human’s creative activity. Three important theories that we are going to discuss is then published in 1960s. the idea of “Man-computer symbiosis”, raised by J.C.R Licklider, is raised to describe the symbiosis of man and computer in order to exceed single human achievement. It requires the association of 2 dis-similar organisms, require conversation between 2 species. The idea of “augmenting human intellect”, raised by Douglas Engerbart, emphasize the importance of synergy as human is lacking capability to efficiently solve complex problem. Computer, could help human in research process and increase the efficacy a lot. In year 1969, Nicholas Negroponte, raised the idea of artificial intelligence, describing that computer should discern and assimilate user’s conversational idiosyncrasies in order to communicate and cooperate with human-being.
J. C. R. Licklider “Man-Computer Symbiosis”
Douglas Engelbart
Douglas Engelbart
“1963: Augmenting Human Intellect”
“1969: The Role of Artificial Intelligence”
Man-Computer Symbiosis
Augmenting Human Intellect
The Role of Artificial Intelligence
Exceed Single Human Capacity Require Association of Two Dis-similar Organisms
Increase Capability of Solving Complex Work
Extremely Intimate Symbiosis Through Study of Conversational Idiosyncrasies
Then they extrapolate the theory into related area of Architecture. Not only because architecture design is a “complex task” that according to Douglas Engelbart could be more efficiently solved if apply “human computer symbiosis”, but also it could help to it could help to rethink architecture beyond conventional static and single-functional spatial design. Rather than an environment that strictly interprets our desires, an environment should allow users to interact and take a bottom-up role in configuring their surroundings. “Interactive architecture”, defines the ability of an architectural element or a space to participant in a conversation. As previous theories have all mentioned, the potential behind making a wall intellectual, is by being intellectual, it could better perceive changing context and change accordingly to better functions. It is less concern about the pure “relationship” itself that established between human and interactive architecture. It was always using that “relationship” as a pre-condition for other functional use.
“...Because any design procedure, set of rules, or truism is tenuous, if not subversive, when regardless of context. It follows that the mechanism of the wall must understand the context before carrying out an operation. Therefore, the wall, which involves in the dialogue, must be able to discern changes in meaning brought about by changes in context, hence, be intelligence (A. Johnson, 1969).” Serves Better Functionally as Architecture
Interactive Architecture “the ability of an architectural element or a space to participant in a conversation”
Conclusion 1.0 The Always Emphasis on Functional Potential of Human-Computer Communication
Part 2
Contention 1.0: Companion Architecture The potential benefit of interactive architecture to respond to changing environmental conditions has been studied since MIT artificial intelligence lab’s intelligent room project in 1990s. The possibility for similar interactivity to create a relationship between humans and architecture that extends beyond a functional behavior is a slightly less explored territory. However, according to data provided by different official surveys, the increasing longer geographical distance between close relationship, higher marriage breakdown rate, and longer working hours contributes to this increasing percentage of people feeling lonely. It is necessary to discover the potential behind the pure “relationship” between human and interactive architecture, the potential behind that emotional connection. We are proposing a space that companies.
Family: Traditional to Diverse Forms of Relationship
Earning - Expense - Working Hours in NYC 1975-2007
Average Minutes Spends on Calling Remote Friends / Family Members 2014-2017
Marriage - Divorce Rate NYC 1960-2015
Part 3 Precedents of Interactive Architecture Through the study of precedents, we figured out that most of the interactive projects built were using pure computer science to establish a relationship between human and interactive architecture.
Man-Computer Symbiosis
Augmenting Human Intellect
The Role of Artificial Intelligence
Exceed Single Human Capacity Require Association of Two Dis-similar Organisms
Increase Capability of Solving Complex Work
Extremely Intimate Symbiosis Through Study of Conversational Idiosyncrasies
Our thesis will attempt to establish a human/architecture relationship through a predictive model of behavior, in rhythm with the conversational idiosyncrasies of humans, but without mimicking human conversation. The work will identify and build on the static architectural conditions which establish emotional connections between place and people and test how integrated dynamic conditions augment and enhance this connection.
Relationship Between 2 Species
Species One
Species Two
A Relationship An Emotional Connection Companion Architecture
29
Conclusion 2.0 Through the study of precedents, we figured out that most of the interactive projects built were using pure computer science to establish a relationship between human and interactive architecture.
Part 4 Architectural Phenomenology: Elements in static architecture that invokes emotional attachment
Light element: creates different experience in same space in Casa Gilardi We are understanding interactive architecture from a two-fold perspective. One is from a technological point of view, the nature of its “interactive” emphasizing on computer science; another one is from a philosophy point of view, the human-technology-environment relationship described by Don Ihne. The hybrid of these two creates a potential of interactive architecture as an enhancing element for people’s connectivity to the space.
Evoke Emotions Scale Materiality Direct / Indirect Lighting Color Temperature Plants Communicatable Need
Interaction, Relationship
Quality of Space
Senses
Phenomenology of Architecture
2) Post-Phenomenological Approach: Human-Technology-Environment Relationship by Don Ihde. Background Relationship At the heart of Don Ihde’s post-phenomenological approach to technology is an analysis of various types of relations between human beings, technologies, and the world. Ihde investigated in which ways technologies play a role in human-world relations, ranging from being ‘embodied’ and being ‘read’, to being ‘interacted with’ and being at the ‘background’.
Listening Visual Olfactory Touch Taste
Human Perception
Object vs. User
Experience in “Place”
1) Architectural Phenomenology “The impact architecture has on a person’s mood is huge. Arguably these are the fundamentals of architecture: not how it looks, but how we feel it, through the way it allows us to act, behave, think and reflect” - Dr Melanie Dodd Architectural phenomenology is studying the elements that already exist in space that contribute to people’s connectivity to the space. We would like to study the elements that already exist in static architecture which could invoke people’s emotional connection and using interactive architecture to reinforce one of it.
Sense of Place
User Emotional Reponse to “Place”
Creates
Memory
Phenomenology of architecture in creating emotional attachment
Don Ihde’s Human-Technology Relationship Theory - Embodiment relations
(human - technology) —> world - Hermeneutic relations
human —> (technology - world) - Alterity relations human —> technology (world) - Background relations
human (technology / world)
Ihde distinguishes the background relation, in which technologies are a context for human existence, rather than being experienced themselves. The background relationship is the relationship we are proposing. Diagram shows the Background Relationship
Positive Negative
Contention We will first identify the elements in static architecture which establish emotional connections between place and people. For experiment, we would alter lighting condition (natural or artificial light, light’s color temperature...) in responding to different activity. We would use a model of interactive space to test how integrated dynamic conditions augment and enhance human’s emotional connection with a space. The two fields: human-computer interaction and phenomenology in architecture, are parallel chronologically in their development, and are proposing by us to cross to create new potential. There are centain elements in static achitecture that can inflect mood, control a situation, and curate experience; can create atmospheres that are supporting, uplifting, or inspiring; can have a certain connection with people. Technology could take a “background role”, described by Don Ihde in his book Technology and the Lifeworld , in configuring these elements, and provides alterations in same single space to alter human’s experience. This thesis is not intending to design a building that is designed for a certain condition, but instead to introduce interactive architecture to dynamically invoke user’s emotional response to architecture by altering lighting elements in order to enhance the connection with what Martin Heidegger described as “place”.
Prototype Experiment
Condition Study
Ambient Light
Projective Light
Volumetric Light
Animated Light
Volumetric Natural Light
SpotLight
Linear Light
Ambient Glazing
Water as the Surface
Geometrical Light
Volumetric Spotlight
Meditation - Open to the Sky
Information Input Information Input Testings
HC-SR501 Pir Motion IR Sensor + Arduino
Webcam + Processing + Flob Library for Processing
Basic Detection, Hard to Program
Kinetic V2+Processing+Kinect V2 for Processing/Kinect+Firefly+Grasshopper
Process Image 2-Dimensionally
Provide Depth Map, and Information is Easily Programmable
Kinect Input Information Types
Modified from Kinect Version 2 Library by Thomas Sanchez Lange-ling
Face Tracking Skeleton Depth Map with Emotion Understanding Hands Movement Identifies
Depth Map
Multi people Skeleton Track
Movement Track
Kinect+ Firefly
Skeleton with Position Information
Body Move Testing
Grasshopper Script
Servo Controlled by Body Movement
LED RGB Light Controlled by Body Movement
Arduino Script
Design Studies
Condition 1: Ambient Light
Condition 2: Ambient Light Created by Diffused Glazing
Condition 3: Meditation Space: Sky viewers
Condition 4: Condition 5: Volumetric Light to Empha- Volumetric Lights to size on a specific object Form a Visual “Space�
Small Model Experiment
LED RGB(s) and Designed Surface for Light Filtering
Movable Surface Controlled by Servos
Condition 6: Animated, Linear Lights
[ 02 ] Mini Game Design C++ Mini Game Project Team: Yuxuan Liu, Xiangxu Yu Spring 2013
The objective of this project is to make a mini card game. Functions including make 28 cards, click to eliminate it when the sum of the cards becomes 11, click to highlight it, the card would become face up if it is no longer covered by any card, timer, and create a login system using a file to store all the user information. In the mean time, to increase interests in playing, special features are added. These special features include a button to reset all the visible and face-up cards; a “locker mode” card that needs two times of elimination to eliminate it; Bonus points would be gained if the user eliminate another groups of cards within 5 seconds. The Class “Login” defines how the recording file can be created for users, and where the username and highest record can be stored and retrieved. The Class “object” defines all the functions and variables for game playing. Also this class contains many functions, most of them are used to return private variables or set private variables as requires.
Main Gaming Interface
Game Overall Logic Tree & Design Process
Study Process
TXT. File for User Record Storage
Login Interface Test
Game Structure
Game Interface Test and Debug
Logic Tree for Some Functions
Login Library
int login::reguser(char *inputname)
void login::storescore(int score)
GUI
System::Void button2_Click(System::Object^sender, System::EventArgs^e) (start button)
void checkselect() (current user play one new round)
Login Interface
Previous UserShow Highest History Score
Unvalid Username (Such as With Blank) Ask to Input Again
User Interface During Playing
Game Interfaces Main game interfaces during playing and an ending interface with score and choice to play again.
[ 03 ] Muted Icon Against the “onslaught of singular buildings” Fourth Year Studio Advisor: Georgina Huljich Fall 2016
“The first priority for the architectural profession is to re-examine its role and ideology” - Malcolm McEwen ,1974 We are in a period when architects are enthusiasm about creating icons: making their building as a unique, distinctly novel individual, standing as a statement of their office. The buildings exist in such a number and distinct characters that the city today is filled with “icons”, therefore individual buildings no longer attract as much; and the persuasion of creating unique buildings results in buildings that are incompatible with the context and may create social issues. Rather than create buildings to better serve the community, architects today are indulged in narcissistic song and ideologies: solving self-created problems. MOS named this phenomenon “the onslaught of singular buildings”. With many unique-style icon buildings in the city, the ideas behind these buildings: novelty, individuality, and even regarding “ordinary as the new sin”, are unconsciously influencing all the people live in it. Nowadays it seems like everybody wants to be different with the others and ordinary are regarded even equal to incapable. In this isolated society, the necessary needs of warmth disappears, sense of belonging to a community disappears, connection between people disappears. And architecture are worsen these social problems by displaying the manifesto of individuality in the city skyline, and the idea will be subtle influence on people living in the city. Therefore, creating buildings that are formally less aggressive but culturally serves as icons maybe a way to solve this problem. In this project, I experiment the idea of Muted Icon by re-considering the relationship of the building with the ground level. The ambition of this project is to experiment a way to end this age of icon, which Rem Koolhaas described as “the current condition of architectural idolatry”. People are obsessing with individual genius far exceeds collective effort, which is essential for constructing the city. I am experimenting a way to create architecture that is formally less aggressive but culturally still serves as an icon, and may influence a scale of a city.
Incongruent vs. Congruent
Icon in Los Angeles Los Angeles is a city often billed as the “Creative Capital of the World�, because one in every six of its residents works in a creative industry. There are more artists, filmmaker, fashion designer, musician...than any other place in the world. Due to the emphasize on creativity and individuality, the city itself has a lot of iconic buildings, and with very distinguish architectural style.
1930s UCLA: Hilly natural landscape
2010s UCLA: Flat man-made landscape
Future UCLA: Architecture as landscape
Site Axon
1. There is a very heavy foot traffic happens around the Royce Hall currently. By turning the monumental building into a man-made landscape, people are more free to move around the building. The roof garden becomes an additional public gathering space. 2. The Bottom diagrams show the sophisticated bottom part versus the simplified above part
Entertainment
Shopping
Original Circulation Condition
New Circulation Condition
Food
Drinking
Roof Garden Functions
Incongruent vs. Congruent Diagrams of Roof Top Garden (Ground Level)
Grid System
Necessity Knots
Strip Programs
Circulation System
Main Direction of Circulation
Strip Programs perpendicular to direction of circulation in order for maximum experience
Grid System as an extension of current campus planning. Necessity Knots represents different basic needs As the direction of circulation is south-north, programs are located perpendicular to the direction of circulation in order for people to experience the most
Information Knot - Psychological needs
Restroom Knot - Physiological needs
Tree Knot - A place in California for Social Gathering - Psychological needs
Playground - Relaxation - Physiological needs Food Knot - Physiological needs
Knots represents basic needs of human being Repeat regularly on site
Incongruent vs. Congruent
My way of thinking about mute icon is its relationship within the ground. By sinking the volume of the building inside the ground is itself a way of muted that iconity. To further having a relation between the volume and the ground by taking a part of ground out and manipulate it with subtle changes to create the building volume, I use that movement to alleviate that legibility of it being part of the ground. Therefore, the result is something incongruent to the ground but still same in some way, it is something that is legible but at the same time not legible. My understanding of iconity origins from its autonomy by the movements to alleviate that legibility, while its muted in the way that it is still legible to be part of the ground. Also, the bottom of the form is much more sophisticated then the ground level, creates an iconity that is not able to be perceived immediately from the ground. Instead of the traditional relationship of separate building and ground, now a space between ground and building is created and becoming part of the interior space.
Diagrams The process of Form forming: by taking a part of ground out and manipulate it with subtle changes to create the building volume, I use that movement to alleviate that legibility of it being part of the ground.
Incongruent vs. Congruent
Form Iterations Study of different manipulation for the form of the ground.
Site Axon
Left - Right: show the sophisticated bottom part versus the simplified above part
Sectional Perspective From the perspective section, we could see the different formal language of the building versus the ground, creates an iconity that is not able to be perceived immediately from the ground.
Incongruent vs. Congruent
Oblique Section The oblique section shows the interior sophisticated, fragmented space; the different patterns on the interior is according to the different formal movements
Incongruent vs. Congruent
Interior Unfolded Perspective & Concert Hall Interior Perspective
[ 04 ] Architectural Discussion of Montage a new episode for Roosevelt island Second Year Studio Advisor: Jonathan Louie Spring 2015
“The use of clearly historical forms in a new plays upon the contradiction between a recognizable past and the present in such a way as to blur their distinction”- Kurt W. Forster “Monument/ Memory and the Mortality of Architecture” Around 50 years ago, Roosevelt island was a place with pathetic history: It was once an island full of prison, orphanage, and hospital. People on the island were deliberately isolated from society by the natural barrier of water. Ironically, it was called “Welfare Island”, while the actual living environment was terrifying. 50 years later, the modern Roosevelt island becomes a beautiful place for people working on Manhattan to escape from the dense urbanism and rapid pace of life. Within only 10 mins of subway away, people on the island could enjoy beautiful skyline of Manhattan without consume by it. Reurban planed by important architects, it is now a place with beautiful social housing and great community, a real “Welfare Island”. Geometrically it is still an island surrounded by water, but now the water is regarded more as a beneficial isolation from Manhattan rapid-pace lifestyle other than a natural un-surmountable barrier. By designing a monument on the island, I imagine it could serve as a reminder for people to remember the pathetic history; however, by transferring the architectural language, redefining space environment, retell stories for historical buildings, the walk through the monument could become a “healing journey” for people to go through. For all the people visiting the memorial, including those or their loving ones who had been suffered on the island years ago or the ones that are just travelling, they may feel similar things after visiting: a certain connection with the island. “You are considering episodes…it’s about montage also - whether it’s making a book, a film, or a building.” - Rem Koolhaas And I am transferring a sad episode to a happy one.
Site Diagram & Main Concept
01 Roosevelt Island 1900s
04 Roosevelt Island: Public Hospital and Warehouse
In 1921, Blackwell’s Island was renamed Welfare Island after the construction of city hospital. Since then, many welfare institution were constructed. As an island naturally isolated from society, poor and sick people on the island were deliberately segregated from society.
This diagram shows the distribution of welfare facilities on the island. The number beside the historical sites show the amount of people died through out their operation years.
02 Natural Barrier The island is isolated from civilization by natural barrier of East River. Only 950 feet away from the mainland, the only way to get on and off the island is by goverment boat. The rapid water makes swimming across impossible. Therefore, around 1900s, it was almost impossible to leave the island unless given permission by the government.
03 Roosevelt Island Housing Competition The island today is a beautiful place with welcoming community. The natural barrier becomes a beneficial seperation from Manhattan’s rapid pace life for people who live on the island now.
05 “New Monuments” on site This diagram shows the arrangement of “New Monuments“ on site.
06 Strategy 1: “To allow the wear and tear to show, to ‘preserve,’ so is to speak, the signs of natural decay” Strategy 2: “The use of clearly historical forms in a new way upon the contradiction between a recognizable past and the present in such a way as to blur their distinction” This diagram shows the transfer of previous historical buildings to a new architectural form and function in order to give people a new experience
Diagrams - 12 Steps of Design
07
10 Introduce River Water in Site
From left to right: strategy 1 2 and 3. 1. Preservation 2. Transfer as positive volume 3. Transfer as negative volume
Roosevelt island located on East river. By introducing river water on site, a water-filled landscape is created. This is a mobile landscape - during flood tide, water fills the pond and pour downstair in designate openings; while during ebb tide, it is just a peaceful, still water pond.
08 Construction of the Void
11 Water-as-wall Rooms Temporary spatial division by water
All the negative spaces on the site are constructed according to form of monuments that no longer exists.
These two rooms are only seperated with the other spaces by water during flood tides. The pour-down water becomes the architectural element: wall.
09 The Void
12 The Skylights
Open-air spaces in the architecture
Spaces with skylights
Site Plan
Site plan From the plan, we could see the architectural form of historical buildings are kept the same in the memorial; however, as they are given new interior environment, the experience inside the space is very different, and therefore a “new story“ of the same architectural form is told.
Ground Floor Building Plan
Detail Room Function Plan
Site Axon Site axon shows the general arrangement of “new monuments� on site
Site Section
Detail Axonometrics
Architectural Elements on Site Some examples of “architectural form of historical buildings are kept the same while the new interior environment is re-defined to make the experience inside the space very different�.
Model Pictures 1:200 Whole Building - 1:20 Building Exit 2
[ 05 ] Link Square (Link^2)
Estimated Completion, 2019 The Atrium at Link Hall Competition 1st Place King + King Competition 4th Place Advisor: Tarek Rakha Team: Yuxuan Liu and Yidian Liu Spring 2017
Our design start with a simple question: what do people that going to use the building want? As we are designing an atrium addition for Link Hall, we discovered through student services the highly-divided spatial relationship between students’ programs and staffs’ programs in original Link Hall. By designing a “campus carpet”, which is a continuous concrete surface that conceptually draws the fabric up from the lobby and into student study spaces suspended above, the building could be conceived as a vehicle to foster collaboration and cross-disciplinary dialogue among the teachers and students, which are previously housed in separate parts of the building. As our site locates near heavy foot traffic, the pedestrian dynamics encourage us to create an interior public plaza. By having a fully glazed ground level lobby and a Syracuse version of Spanish steps that is habitable, we are situating our design in the existing network of public spaces and paths, allowing it to operate as a vital campus node and effectively solve the lack of visibility in original Link hall. Believing in Peter Cooper, the founder of Cooper union, his idea of providing an education “as free as water and air”, while the original link hall lacks the student study area, we create multiple spatial experience for learning in both the traditional formalistic approach as well as the informal “student to student exchange”. We encourage a more dynamic way of study through designing dynamic study spaces. The atrium will not only be an independent object, but more likely a connector between the traditional looking link hall and the energetic campus. Through our design, what is currently missing in link hall gets accommodated in the atrium. The interlocking of the two components could be further read as a dialogue between the old and the new.
A Participatory Design Process: Problems of Current Link Hall
1. As an Engineering Building, it is too old-looking
2. Loop Circulation - Easy to Get Lost
3. Student Programs are not accessible to Natural Light and Ventilation
Proposed Improvement Current
Proposed
Department Arrangement
Program distribution
The proposed design reacts to the 3 challenges within the existing Link Hall. The development aims to connect Link Hall to the whole campus and create a more dynamic atmosphere while celebrating the identity of engineers.
Isometric Site Analysis & Form Evolution
Site Location
Accessibility
Main Circulation
Public Space
Isometric Site Diagrams
1
2
3
4
5
6
7
8
Form Evolution Diagrams 1. The form development starts with an axis in the middle according to existing link main entrance. Divided into two parts by the main circulation access, the left part is the office/study block which continues the grid of Link hall; the right part is the collaborative student space, rotated towards the bus station to invite foot traffic 2. The pedestrian dynamics encourage us to develop a campus carpet to invite people and create an interior public plaza. A campus carpet is the continuous surface that conceptually draws the fabric up from the lobby and into student study spaces suspended above
Design Evolution
Main Concept One: Dual Relationship
Isometric Diagram Shows the formal dual relationship. While the left wing is more grid-based spatial arragenment, the right wing is more unity: a campus carpet, a fully glazed atrium that open to public egress, inviting pedestrians to treat the space as an enclosed public square. While the left block is less social interactive, the right block is encouraging more interactive between people by a more interactive spatial arragement.
Original Link Hall Structure Plan
Left Wing as an Extension of Original Structure
Right Wing: Rotated to Invite Foot Traffic
Original Link Hall Structural Arrangement &New Atrium Structural Arrangement Left Wing: Extension of the original structural arrangement, small span, small spaces Right Wing: Rotate towards the direction of incoming foot traffic, long span, large social spaces
Main Concept One: Dual Relationship
Site Plan
Facade
Axonometric diagram
Ground Floor Plan Diagram
Dual Relationship of Structure
Traditional/Formal Study Block
New/Informal Study Block
Structural Plan
Dual Relationship viewable from site plan, facade, axon, plan and Structure System By dividing the design into two parts and give them different characteristics, people could experience different spatial character. As an addition to original design, the left part act as a transition between old and new. While left part continues the rationalities of the form of original building, right part completes the dialog with its modern way of structure and facade system.
Main Concept Two: Campus Carpet
North-South Section Showing the “Campus Carpet” The pedestrian dynamics encourage us to develop a campus carpet to invite people and create an interior public plaza. A campus carpet is the continuous surface that conceptually draws the fabric up from the lobby and into student study spaces suspended above.
Dual Relationship of Structure
Traditional/Formal Study Block
New/Informal Study Block
Structural Plan
Formal/Informal Study Space
Believing in Peter Cooper, the founder of Cooper union, his idea of providing an education “as free as water and air”, while the original link hall lacks the student study area, we create multiple space experience for learning in both the traditional formalistic approach as well as the informal “student to student exchange”
Ground Floor Plan
Second Floor Plan
Third Floor Plan
South Facade
East-West Section
Site Plan
South-North Facade
Interior Perspectives
Stair Detail Model
Skylight Detail - Model
2nd Floor Detail - Model
Facade Detail - Model
Sky-bridge Detail Model
Axon View - Model
Skybridge and Facade Detail - Model
Ground Floor Detail - Model
Model Details
[06] Other Works
Interior Perspectives Intern Work for Junya Ishigami’s Competition of Beyeler Foundation Extension Down: Detail for the De-laminated Roof
MAD Architect’s Installation in Echigo-Tsumari Art Field, Estimated Construction 2018 Intern Work: Grasshopper (Up) A tensegrity installation developed according to thesis paper Interactive Freeform Design of Tensegrity by Tomohiro Tachi in Tokyo University by grasshopper (Down) An Aggregation installation, creating the overall form of the cloud with a specific way of assembling, is developed within the help of Fox plugin for grasshopper. Designed for TECHNIQUE [Maya, Fox for Grasshopper, Grasshopper]
The Airport Control Tower in Alicante Realizing unrealized project from Enric Miralles through digital cinematography. Creating a narrative for this unbuilt work: airport control tower, through the cinematography of Stanley Kubrick. Final delivery is a 2-minute film. Team: Lirong Tan TECHNIQUE [Maya, MentalRay for Maya, Adobe After Effect]
A Part-Time Street Photographer
“To me, photography is an art of observation. It’s about finding something interesting in an ordinary place… I’ve found it has little to do with the things you see and everything to do with the way you see them.” – Elliott Erwitt
A Passionate Traveller
“One’s destination is never a place, but a new way of seeing things.” – Henry Miller
2016
2017