Thesis- Physical Spaces Transformation(2020-2021)

Page 21

Physical Spaces Transformation In Post-Information Age

ARC6988 Architectural Design Thesis Project

Name: Ying Zuo

Supervisor: Dr Krzysztof Nawratek

Registration number:200202462

Date:26/08/2021

Word count: 4412

CONTENTS Abstract Conclusion 00 02 04 01 03 1 49 11 43 3 50 15 44 5 29 51 25 48 7 33 53 8 Logical Map Appendix Introduction Narrative Bibliography Glossary Design Concepts List of Figure Methodology Background Mapping Chapter 1 Background And Typology Research Chapter 2 Space Organization And Design Concept Chapter 3 Practising In Reality Typology Research Effect Image Chapter Summary Chapter Summary

ABSTRACT

Entered into the era of the Information Age in the mid-twentieth century, digital has become accepted into the mainstream gradually. People have a consensus that things are changing faster than ever. To classify the Information age with the standard of digital extent, after the period of universalizing and promoting, for most regions of the world, it is in the mid-phase of the information age currently, while digital is fully immersed into society.

Significant digital technology advancement occurred in the last decade. The unprecedented speed of its development has been engrained in people’s daily life, and the rapid is most likely to be extended in the next few decades.

The day digital could be understood as a background element like electricity for today, it could be called the post-information age.

The interplay between human needs and architecture is an important part of human-centred design, which is a solution-based approach to optimize the relationship between community and architecture. Based on the observation of changes of people’s lifestyles which has been affected by digital technology development, the dissertation presents a typology of physical spaces that are closely related to people’s daily life. Drawing on qualitative user research with different groups of people, this typology identifies the physical spaces from five aspects which are living, eating, shopping, entertaining and other social activities in the post-information world. Selected Sheffield as the site for practising spatial design, trying to tell a story of life between buildings from the perspective of the local people’s narrative.

1
3 4 LOGICAL MAP

INTRODUCTION

Most of the memories of the pre-information age have faded out gradually from society currently. Not only the memories of devices that have a single function but also the condition that most of the components surrounded rely on physical space. Entering into the mid-information age, with the immersed extent of digital covering, people have been inured to digital lifestyles. Social media used to be printed press, radio programs and TV shows, and people in this period, especially the younger generation, are more likely to get used to electronic files and random shows at any time. ‘In the future, everyone will be famous for fifteen minutes.’1 The prediction by Andy Warhol may not be completely correct, but the information revolution and digital technology development have undoubtedly transformed everyone’s life.

In the era dominated by the traditional industrial economy structure, as Big Data is not as mature enough to collect everyone’s data, people are defined by a general rough conclusion and have to adjust personally to suit the model which came from the general conclusion. The default rule made it natural that people can get used to ignoring the subtle differences with others.

Take residential as an example, people structure space according to different activities. In the traditional concept, people prepare food in the kitchen, eat in the dining room, entertain guests in the living room, and have private space in the bathroom or toilet.2

1 Alicja Piechucka, ‘Fifteen Minutes of Fame, Fame in Fifteen Minutes: Andy Warhol and the Dawn of Modern-Day Celebrity Culture’ Polish Journal for American Studies, nr 8, 113-133 (2014) <https:// depot.ceon.pl/handle/123456789/8734> [accessed 20 August 2021] (pp. 115).

2 K. Thoring, C. Luippold and R.M. Mueller, ‘Creative space in design education: a typology of spatial functions’ Design Studies 56 (2018), 54-83 (pp. 55)

It has been a model and limited of most of the residential distribution, and arranges the users’ activities in return. In the era of post-information, the popularity of Big Data, minority needs can be noticed, and it could have more possibilities in the activities design and spatial allocation. Such as expanding the space for home offices and classes, and with the popularity of takeaway food, delivery services and sharing economy, space for kitchen and dining room can be different for different family structures.

Living in this age, we can sense the change which caused by quick development of digital technology, the dramatic change in the last decade is evidence to all. For example, online shopping is not accepted by mainstream decade before, and physical store has the discourse power of consumerism culture at that time. However, online shopping has been the mainstream currently, it have the huge impact on the real economy and offline consumption. The investigation shows that over 75% of people are shopping at least once a month online in 2020. 3

With the transform of people’s lifestyles, the activities they operated will change subsequently. Activity is a key factor in space design4 it is also important component of people’s requirements in the process of architecture design. Classified human’s activities into five categories, which is living, eating shopping, entertaining and other social activities, the thesis aimed at the possibilities of space design in post-information age.

3 Beatriz Estay, ‘16 Online Shopping Statistics: How Many People Shop Online?’,big commerce 2021 <https://www.bigcommerce.co.uk/blog/online-shopping-statistics/#5-essential-online-shopping-statistics> [accessed 21 August 2021].

4 A.P. Chukwuemeka and others, ‘ACTIVITY AS KEY FACTOR IN SPACE DESIGN IN ARCHITECTURE’, research gate <https://www.researchgate.net/publication/318762415_ACTIVITY_AS_KEY_FACTOR_ IN_SPACE_DESIGN_IN_ARCHITECTURE> [accessed 21 August 2021].

Creating a narrative in the progress of designing, also tried to test some of the concepts in the reality of Sheffield. With the objective analysis and the random chatting with local people, tried to evaluate the feasibility and the acceptance in the end.

The report is mainly divided into four parts. The first part is introduction, which conclude the background, objective, research questions and the methodology of the thesis. The second part is literature review, which also include the case study. The third part is the analysis of the activities and general spatial design concepts. And the last part is the concept testing in reality in Sheffield. With the testing and evaluating, summarizing the research and have a prospect for future research.

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GLOSSARY 1 Information age

The information age, or digital age, started from mid-20 century, after the third industry revolution.characterized by a rapid epochal shift from the traditional industry established by the Industrial Revolution to an economy primarily based upon information technology.5

2 Post-information age:

With the popularity of digital technology, everybody can grab data easily from the internet. People’s lifestyles have been changed by digital technology and have new requirements to physical spaces we use correspondingly.6

3 Digital technology application

Traditional digital technology required users to have highlevel educational experience and programming skills. With the development and popularity of the technology, it uses smart devices as vehicles and almost without preconditions to users.7

METHODOLOGY RESEARCH QUESTION

The possibilities of spaces for different activities in post-information age and the feasibility of the design concepts.

AIM

The aim of this thesis is to explore different types and qualities of spaces within the analyzed situation and to understand how the spaces were used by the hybrid requirements, which came from analysing people’s behaviour and lifestyles.

Focusing on the purpose, conducted qualitative research from the question of whether digital technologies change people’s lifestyles and how the changes impact the requirements of physical spatial design. Through observation and informal interviews like chatting, collected data on the extent of impact of digital technology in different groups of people. Combining the general summary of different types of architecture in Architects’ Data, used the typology method to summarize the types of activities which affected more and Using the mapping as a method to narrative the daily activities and movable route in the city of different groups of people.

RESEARCH METHOD

1 Qualitative research -field research: Observation, informal interviews and analysis Questionnaires and interviews are the most common ways in collecting data for research. The thesis is based on the observation on the impact of digital technology on people’s behavior and regular routine. As the limited of the quantity of sample capacity of qualitative research tried to make the data more objective, not only had interviews with the one knew, but also asked random questions to the passerby in the street. Both the interviews are informal, and I made diagrams to summarize the data after analyzing.

2 Mapping and making scenarios

Mapping is one of the essential roles in the process of architecture design. Besides the most common use of expressing the location and positions of elements in different layers, mapping can also express relationships, which have a wider range of behaviors, activities, stories and so on. In this thesis, mapping is also an important part of representing the relationship between different groups of people and their behaviors. 8 Furthermore, scenario making is also a useful tool to communicate ideas about users’ actions. It is a user-centred way, which builds scenarios to capture the core demands of users. Through the construct of timeline, site, events and space, the scenarios can effectively describe the action or goal the user wants to accomplish, and narrate the story attractively.

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5 Alberto Melucci, Challenging codes: Collective action in the information age (Cambridge: Cambridge University Press, 1996), pp.13 6 7 Tom Goodwin, ‘The three ages of Digital’, tech crunch, 2016 <https://techcrunch. com/2016/06/23/the-three-ages-of-digital/> [accessed 21 August 2021]. 8 Linda N. Groat and David Wang, Architectural Research Methods 2nd edition, (Hoboken, New Jersey: Wiley, 2013)

Chapter I

Background And Typology Research

INFORMATION AGE AND CHANGEABLE LIFESTYLES

Computers began to penetrate the business world after 1960, with the progress of promoting the personal computer which combined with the Internet in 1990, the information technology defined the world as the information age. After the revolution of smartphones in 2010, which put full-fledged digital devices into almost everyone’s hands, we have entered into a completely new era.

NEW SOCIAL LIFE

The most directly representative of the evolution in the Information age is the emerging of digital transactions. The development of time is so prompt that the era of credit cards has not passed yet and QR code payment has been the mainstream in some eras. And the prosperity of online shopping has grown to the extent of threatening the existence of the real economy and retail stores. The necessity in this age is the smartphone. Almost everyone holds their smartphone anytime, and the battery of that always provides people with a sense of security.

The new fashion is all about digital devices which are connected to their smartphones. The emerging media apps affected young people potentially, youth in this age lived surrounded by their digital media accounts. Not only for recording and sharing but also for marketing themselves. Internet celebrities today come from all walks of life, distinct from the earlier time, they have their own expertise and not only for their strange behaviour and ridiculous speech. The information age created so many internet celebrities, they are also new models for today’s youth. More and more people have their own channels and talk to strangers frequently. Digital technologies not only expanded the borders of the world but also made strangers closer to each other.

9 Your Dictionary, ‘Digital-age meaning’, Your Dictionary <https://www.yourdictionary.com/digital-age> [accessed 21 August 2021].

INTERNET CELEBRITY NEW CITY LIFESTYLES DIGITAL
ONLINE
ONLINE SHOPPING
WORLD MINIMALISM
MEETING
11 12

1 Media revolution

The digital media revolution changed the media area so quick, and digital entrants have reached the dominant position in a few years. Although old media and the new ones still coexist, equipment like radio and television is no longer necessary for people today. More and more people prefer using their laptops, smartphone and iPad instead. Nevertheless, the traditional layout with television is still common for residential houses. Many young people choose a cast screen instead of traditional television since it is more convenient and can see more programs including personal channels. And there might be more choices in the future for spatial design.

2 Simplified Kitchen

With the universalization of takeaway food and food delivery and a faster pace of life, young people today have lower demand for kitchens. Though different family structures will have demand for kitchen facilities, families with children always need a fully-equipped kitchen. Bachelors prefer a simplified kitchen or shared kitchen since most of them don’t spend too much time on cooking. Some of the kitchens also possess the function of the dining room, and some of the apartments don’t have a specific space for cooking while using the living room as the dining room. With the development, there might be more possibilities for the kitchen’s layout in the future.

3.Interactional online meetings

MEDIA REVOLUTION

Although traditional schools and office spaces are existing, more people choose online meetings and online lessons today. Both online meetings and face to face meetings have their advantages. For example, it might be more convenient for online meetings while opening the camera is always a problem. Face to face meetings might be more effective while people may spend time commuting. There might be more choices in the future to have online meetings and online lessons. And there might be a problem if family members have different online meetings at the same time. How to reduce their mutual influence, and how to have a better office experience might be one of the questions for their spatial design in the future.

SIMPLIFIED KITECHEN

CONTRADICTION BETWEEN TRADITIONAL SPACES AND NEW LIFESTYLES IN DIGITAL AGE
INTERACTIONAL ONLINE MEETING 13 14

HOuSES AND RESIDENTIAL BuILDIINGS

SPACE LAYOUT OF TRADITIONAL RESIDENTIAL SPACES

The laundry room in the diagram is a public space and does not have high requirements for an environment like lighting. For some of the residential houses, there are not specific spaces for laundry.

The bathroom is no doubt a private space, though it can be connected to the outside world by the internet, it is also unidirectional.

The space of the game room usually changes with the type of game. In many houses, the game space is part of the living room.

The kitchen can be an open space, but a non-open kitchen will not accommodate many people at the same time since it is a limited area.

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SPACE LAYOUT OF TRADITIONAL SPACES IN RESIDENTIAL HOUSES

The form of each space depends on users’ habitat and daily activities. Limited by the area, the core function which should be remained firstly is bedroom since residential houses should satisfy the function of ‘living/ resting’ firstly. When it has enough area for other functions, the spatial organization also should be designed according to the lifestyles of family members.

17 18 SPACE LAYOUT OF TRADITIONAL RESIDENTIAL SPACES
CORREL ATION ANALYSIS DIAGRAM ZONING DIAGRAM
SPATIAL ORGANIZATION OF RESIDENTIAL HOuSES

TYPOLOGY OF ARCHITECT

OTHER kINDS OF BuILDINGS IN THE CITY

SPACE LAYOUT OF TRADITIONAL SPACES IN DIFFERENT TYPES OF BUILDINGS

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SPACE LAYOUT OF TRADITIONAL SPACES IN DIFFERENT TYPES OF BUILDINGS

TYPOLOGY OF ARCHITECT
CONNECTION BETWEEN ACTIVITIES AND SPACES
Other social activities

ACTIVITIES AND SPACES

Space and the related activities are not separate from each other, similar requirements can be satisfied in different kinds of spaces. Through the typology strategy, divided urban spaces into residential and other spaces, evaluated the impact of digital lifestyle for different types of spaces and the reconstructed potential. Similar activities can occur in different spaces in different types of buildings. According to the degree of privacy, I classified the activities and summarized them as living, eating (cooking), learning and office working, entertainment and other social activities. The activities have intrinsically link, and if people try to adjust the construction of spaces, it could be impacted by these potential connections.

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Chapter II

Space Organization and Design Concept

HOUSEWIFE/HOUSEHUSBAND

STUDENT/WORKER(HOLIDAY)

29 STUDENT DAY OF PEOPLE SLEEPING BREAKFAST COOKING OFFICE WORKING MARKETING BABYSITTING FAMILY DINNER LAUNDRY BAR ENTERTAINING BRUNCH DOING HOUSEWORK COOKING DRESSING UP SCHOOL LESSONS LUNCH BREAK WORKING SHOOPPING DINNER TIME RELAX LEARNING 9:00 12:00 14:00 17:00 19:00 21:00 24:00 7:00 WORKER
30

WORkER WORkER+HOMEMAkER STuDENT+WORkER STuDENT+WORkER+HOMEMAkER

Narrative of people’s daily life

OTEHR SPACES

People’s daily activities have strong regularity somehow, and it caused the regularity of spatial use. Due to the career and range of people’s activities, I classified the group as students, commuters, and homemakers. As for students, activities related to studying space are mostly on weekdays, followed by rest spaces and other spaces. As for office workers, working spaces are as important as social spaces, or it could say some kind of social space is part of their job, they spend a long time in their office and working. And for homemakers, including housewives and househusbands, spaces related to housework are the places they spend time most, which also means that they stay at home for a long time.

Family structure is another element that strongly impacts spatial organization10 To summarize people’s daily life, I listed the individual spaces of everyone’s requirements, divided them into private and more likely in residential houses and others which are more likely in public urban spaces. And the modern family structures can also be described as four types: bachelor (student/ office worker), office worker+ homemaker, student+ office worker, student+ office worker+homemaker. Exploring the possibilities of space organization in different family structures.

It is obviously that bedroom and rest spaces are the essential elements of residential houses besides the bathroom, which is the same as traditional residential design concepts. However, with the popularity of light fare and more take-away food services, the kitchen has become less important for students and office workers. They may have the requirement sometimes, and shared cooking space can be a better choice than having an individual kitchen.

10 E.Fallah and Hojat I., ‘Investigating the effect of family structure changes on houses’ spatial organization using grounded theory: A case study of the houses of Yazd.’, nt. J. Architect. Eng. Urban Plan 28.2 (2018): 149-162.

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SPACE FOR DIFFERENT FAMILY STRuCTuRE STuDENT STORAGE SPACE SLEEP-DOuBLE REST-DOuBLE SLEEP-SINGLE REST-SINGLE DINING HALL DIGITAL WORkING SPACES uRBAN SPACE-BuS STATION uRBAN SPACE-PHONE BOOTH DIGITAL
WORkING
LAuNDRY ROOM EXHIBITION GYM EXHIBITION kITCHEN
WORkING-SINGLE STuDYING/WORkING-SILENCE STuDYING/WORkING-NORMAL RESIDENTIAL
SOCAIL SPACES-BAR/CAFE DIGITAL SPACES-FITTING ROOM DIGITAL SPACES-SHOP DIGITAL MARkETING
WORkING-MEETING
SPACE

COLL AGE OF WATCHING FILMS

In the concept of a minimalist bachelor apartment, the space inside pursues a style that is as simple as possible. Under the general concept of minimalism, the apartment should only include spaces of resting and learning besides the bathroom. The strategy of using spaces can be flexible, although there is a limited area in this minimalist apartment, other activities like gaming and exercising could also be carried out.

Taking entertainment as an example, traditional television can be generally eliminated due to its certain volume, and be replaced by a digital projector which is more lightweight and convenient. As the collage image shows, though small apartments have a limited area, small spaces could be more suitable for digital projectors. To watch video programs, which people need are simple smart devices, and can adjust the scale and angle to have better viewing experiences.

Another example is learning spaces. Online learning and online meetings, for now, are not very comfortable. Chatting with colleagues and friends who have experienced online meetings last year, I realized that under the premise of ensuring safety, most of them prefer face to face meetings, and think that is more efficient. However, they don’t deny the flexibility and convenience of online learning. Thinking of these experiences, students can analogue the real environment in the classroom at school when holographic technology becomes more mature in the future, the coming post-information age. The analogue is bilateral, from the student view, the analogue can stimulate spaciousness and intimacy. And it can be easier to organize the class and obtain feedback, from the instructors’ views.

DESIGN CONCEPT 1: BACHELOR APARTMENT+ PuBLIC uRBAN
SPACES
COLLAGE OF VIRTuRE CLASSROOM

Because of the limited area of bachelor apartments, more function spaces can be arranged in the urban spaces. Such as the kitchen and dining hall, most of the users of bachelor apartments don’t mind sharing the kitchen, under the heavy pressure of learning and working, they don’t have many demands for cooking space. In this case, the dining room and kitchen can be inverted into urban spaces as individual small spaces and satisfy people’s needs together with residential spaces.

Distinct from the concept of the bachelor apartment, the minimalist normal apartment can be more suitable for the family structure of ‘student+ office worker +homemaker’. The routes of each family member are as independent as possible in this concept, which can prevent them bothering each other as much as possible when they need independent space for studying, working or operating other activities. As for homemakers, the kitchen is the place they spend a lot of time in, it might be shorter if the technology can be more mature in the future to complete the housework more intelligently. Though the kitchen can stay for the family, it can be adjusted and simplified, and the rest space there can also be transformed into storage space, or add some equipment for expressing delivery since delivery services have become an essential part of daily life and online shopping also became the main way of shopping.

Despite the addition of kitchen and dining spaces, there are still many activities that can be tough to be achieved in limited indoors residential spaces, and they can be placed in the city as a scattered, cubed form.

35 36 MAIN ACTIVITY SPACE DAILY ROuTE ANALYSE IN RESIDENTIAL SPACE
DESIGN
CONCEPT 2: MINIMALIST NORMAL APARTMENT+ PuBLIC uRBAN SPACES

THE RuBIk’S CuBE INSERT INTO uRBAN SPACES

SINGLE SPACE TO WORk OuT

OF GYM

CuBE OF STuDY ROOM

VIRTuAL SPACE FOR CLASS

With the universal healthy lifestyle, doing exercises has been part of daily life, which brings the demands of exercising spaces. Fitness spaces nowadays can be divided into professional gyms and other kinds of spaces based on the criteria of the plans they followed, DIY or customized. The group which chooses to make plans by themselves prefer exercising at home or outdoors, and the group that prefers followed lessons prefer professional gyms that always have their own coach.

‘Gym Cube’ is some flexible small spaces which install some professional fitness facilities. The movable divider can obstruct people’s view when they want to have a more private space for working out. Spaces could also be released when they need larger space and guided by the coach, a sense of large-scale spaces can also be stimulated in the cube. Making appointments before use through the mobile app can also decide whether to use the cube with others at the same time. Different from the large-scale professional gym, the gym cube has low requirements for the site, it can be inserted into urban spaces flexibly, and decrease the cost of transportation as much as possible.

Apart from telecommuting and online lessons, the small block of office working and learning in the city are also necessary. In traditional design concepts, in addition to the residents, these activities always occur in the professional classrooms at school, offices or specific rooms in the library. Also, in most public spaces, users are also required to be as quiet as possible, and not bother others. Since some of the lessons involve talking and discussing with others, divided the study room into a silent room and a voice room. In normal rooms, users have individual spaces like the space at home, which can simulate the sense of a large-scale classroom. The silent study room is kind of similar to the study room in libraries and provides users with a quiet and comfortable environment.

37 38 DESIGN CONCEPT 3: PuBLIC uRBAN SPACES
CuBE
NORMAL SINGLE SELF-STuDY ROOM (STuDYING/ WORkING) SCILENT SELF-STuDY ROOM (STuDYING/ WORkING)

CuBE- GAMING SPACE, FITTING ROOM, SHOPPING SPACE: RENOVATION OF EXISTING PuBLIC FACILITIES

ACTIVITIES AND SPACES

Small-scale facilities like public phone booths, bus stations can display the urban characteristics well, though some of them have been abandoned with the population of smart devices.

Urban gaming spaces can be divided into indoors and outdoors according to the types of games. Gaming is not only an activity of amusement but also has social attributes. The concept uses the semi-abandoned public facilities as the carrier and inserts gaming spaces with the technologies like a hologram. It can improve the game’s interactivity and enrich the sense of experiencing in the street.

Traditional shopping space-related in shops. With the development of online shopping, it has been a huge challenge for offline stores. While it is convenient for online shopping, retailers have their own draws. One of the important points is their sociability and recreation. The supermarket will always remain in the city, while there can also be some small shopping units. Such as renovate the bus station into selling space, while maintaining sociability, people can also choose to pick the goods right away or deliver them to home.

While maintaining their own functional attributes, the devices can also be displayed on the map as part of AR games. Increasing the interest of the street and also attracting more people.

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POHONE BOOTH: uRBAN GAME ROOM POHONE BOOTH: uRBAN FITTING ROOM BuS STATION: VIRTuAL SHOPPING

Chapter III

Practising In Reality

PRACTICING IN SHEFFIELD

Based on the route used to take to the Moor, conceived the possible implementation of my design concept in this small area in Sheffield. The area in the mapping is a small part of Sheffield city area, which can be roughly divided into residential areas, green spaces of the central park, and commercial areas. I added four function spaces in this route, which are learning space (A), shopping space (B), working out space (C), gaming space (D), and analyzed whether they are suitable.

A-STREET EFFECT DRAWING- BUS STATION-MARKETING SPACES

43 44 N D B A C S LOCATION MAPPING

B-STREET EFFECT DRAWING- BUS STATION-MARKETING SPACES

C-STREET EFFECT DRAWING- BUS STATION-MARKETING SPACES

45 46

The space of working out is situated in a place which is quite far from the city centre and close to the residential area. There is no large gym nearby, and small traffic is coming. Close to highways, which made it not too quiet and the fitness space does not have high demands on quietness. Overall, I think this is a more appropriate location.

The learning space is located on the edge of a semi-abandoned open-air parking lot. Surrounded by office buildings, it is always quiet and doesn’t have too many passersby, which makes it more suitable for learning.

The space of shopping is located in a bus station on the edge of the commercial area of Sheffield city centre. Always have many people waiting for the bus here, and there is a large footfall. It is suitable for some of the people waiting for the bus to browse and buy stuff.

As for the specific methods, material and colour choosing, I think it is hard to have a permanent model. It should adjust depending on the surrounding environment to fit the urban characteristics better.

D-STREET EFFECT DRAWING- STREET GAMING SPACES

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CONCLUSION

It is no doubt that the future of urban development will progress towards a more digital and intelligent direction, the advancement of digital technologies inevitably bring changes in people’s daily lifestyles. In the turning point of the information age, as an architect who tends to concentrate on spatial design, we question that whether spatial design is important in the age in which everything could be virtualized and digitized. And if all the demands can be satisfied in holographic simulation, will the world be like which described in science fiction that everyone will be immersed in the virtual world and ignore reality.

Through the narrative way of people’s daily life and researching the spaces which people need normally, found out that the answer might be no. Digital intelligence will be auxiliary of people’s life obviously, and the rise of digital technologies is not a barrier but an opportunity to strengthen the connection between citizens and urban spaces and encourage people to integrate into urban life. I tried to propose the concept of combining minimalist residential spaces and abundant small urban spaces in the thesis project, which was named urban Rubik’s cube. Changeable Rubik’s Cube has something in common with those changeable urban spaces in the future based on digital technologies.

The rise of technology should bring an extroverted lifestyle that is more independent and has individual characteristics. Though the residential spaces might be compressed, the strategy is also attractive and adaptive.

APPENDIX

Interview Questions

0 Age/ Sex/ Career

1 Have the digital technology change your life? What do you think of that?

2 Compared with the past, whether your travel frequency has changed or not?

2.1 Compared with the past, whether the time you stay outside has changed?

2.2 Compared with the past, whether willingness you stay outside has changed?

3 Compared with the past, what activities do you usually do outdoors? (shopping/ having meals/ exercising/ Entertaining/ Social activities)

4 Do you like online learning/ meeting? What do you think of that?

49 50

BIBLIOGRAPHY

Fallah, E., and I. Hojat. ‘Investigating the effect of family structure changes on houses’ spatial organization using grounded theory: A case study of the houses of Yazd.’, Int. J. Architect. Eng. Urban Plan, 28.2 (2018): 149-162.‎ J

.T. Lang, Designing for Human Behavior : Architecture and the Behavioral Sciences (Dowden, Hutchinson & Ross, Stroudsburg, Pa., 1974).

Piechucka,Alicja, ‘Fifteen Minutes of Fame, Fame in Fifteen Minutes: Andy Warhol and the Dawn of Modern-Day Celebrity Culture’ Polish Journal for American Studies, nr 8, 113-133 (2014) <https://depot.ceon.pl/handle/123456789/8734> [accessed 20 August 2021].

Thoring, K., Luippold, C. and Mueller, R.M., ‘Creative space in design education: a typology of spatial functions’ Design Studies, 56 (2018), 54-83.

Estay, Beatriz, ‘16 Online Shopping Statistics: How Many People Shop Online?’ big commerce, 2021 <https://www.bigcommerce. co.uk/blog/online-shopping-statistics/#5-essential-online-shopping-statistics> [accessed 21 August 2021].

Chukwuemeka, A.P. and others, ‘ACTIVITY AS KEY FACTOR IN SPACE DESIGN IN ARCHITECTURE’, research gate <https://www. researchgate.net/publication/318762415_ACTIVITY_AS_KEY_FACTOR_IN_SPACE_DESIGN_IN_ARCHITECTURE> [accessed 21 August 2021].

Melucci, Alberto, Challenging codes: Collective action in the information age (Cambridge: Cambridge University Press, 1996)

Goodwin, Tom, ‘The three ages of Digital’, tech crunch, 2016 <https://techcrunch.com/2016/06/23/the-three-ages-of-digital/> [accessed 21 August 2021].

Groat, Linda N., and Wang, David, Architectural Research Methods, 2nd edition, (Hoboken, New Jersey: Wiley, 2013)

Your Dictionary, ‘Digital-age meaning’, Your Dictionary <https://www.yourdictionary.com/digital-age> [accessed 21 August 2021].

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LIST OF FIGURES

Figure 1 :https://www.Pinterest.Com.Au/pin/629729960401481109/

Figure 2 :https://www.Pinterest.Co.Uk/ritavisto/scenery/

Figure 3 :https://www.Pinterest.Es/rociorodriguzz/laminas-blanco-y-negro/

Figure 4 :digital age

Figure 5 :contradiction between traditional spaces and new lifestyles in digital age

Figure 6/7/8 : diagram: space layout of traditional residential spaces

Figure 9 : organization diagram

Figure 10/11/12/13 diagram: space layout of traditional spaces in different types of buildings

Figure 14 diagram: connection between activities and spaces

Figure 15 https://www.Pinterest.Co.Uk/bff6c2b4e80289c67ed7029d1654d1/photo-wall/

Figure 16 narrative collage diagram day of people

Figure 17 diagram: space for different family structure

Figure 18 design concept 1: + public urban spaces

Figure 19 bachelor apartment plan

Figure 20 bachelor apartment isometric image

Figure 21 bachelor apartment function analysis diagram

Figure 22/23: concept collage

Figure 24: isometric image of kitchen and dining hall

Figure 24: isometric image of kitchen and dining hall

Figure 25: minimalist normal apartment plan

Figure 26: function analysis diagram

Figure 27: isometric image

Figure 28: diagram of family member’s route

Figure 29/30: public urban spaces design concept

Figure 31: https://ar.Pinterest.Com/pin/257831147394170220/

Figure 32: location mapping

Figure 33: effect image:a-street effect drawing- bus station-marketing spaces

Figure 34: effect image:b-street effect drawing- bus station-marketing spaces

Figure 35: effect image:c-street effect drawing- bus station-marketing spaces

Figure 36: effect image:d-street effect drawing- street gaming spaces

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