6 minute read

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.

Advertisement

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.

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

B-STREET EFFECT DRAWING- BUS STATION-MARKETING SPACES

C-STREET EFFECT DRAWING- BUS STATION-MARKETING SPACES

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

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?

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].

Yaneva, A., Mapping controversies in architecture (Ashgate Pub. Co., Burlington, 2012).

E. Neufert, Neufert, Peter, and Kister, Johannes, Architects’ Data 4th edn (Wiley, Chichester, West Sussex, UK ; Ames, Iowa, 2012)

H. Hertzberger, Ghaït, Laila, and Vlijmen, Marieke van, Lessons for Students in Architecture, 4th rev. ed. (010 Publishers, Rotterdam, 2001).

Blundell Jones, P., Petrescu, Doina & Till, Jeremy, Architecture and participation, (London: Taylor & Francis, 2005).

Ampanavos, Spyridon, ‘DIGITAL CITIES: TOWARDS A NEW IDENTITY OF PUBLIC SPACE’, CONFERENCE: THE MEDIATED CITY –Smart Cities – Political Cities, ed. by Graham Cairns, (London: AMPS C.I.O., 2014), pp. 1-6

Rendall, Steven F., The Practice of Everyday Life (California: University of California Press,2011).

Blundell Jones, P., Architecture and ritual : how buildings shape society, (London: Bloomsbury, 2018).

Gehl, J., Cities for people (Washington, DC: Island Press,2010).

Velibeyoglu, Koray, ‘Public Realm in the Information Age’, Izmir Institute of Technology, June 1999

Forty, Adrian, Words and Buildings: A Vocabulary of Modern Architecture (London: Thames & Hudson, 2000).

Francis, Jacinta, Giles-Corti, Billie, Wood, Lisa, & Knuiman, Matthew., ‘Creating sense of community: The role of public space’, Journal of Environmental Psychology 32(4), 401-409

Colquhoun, Alan, ‘Typology and design method’, Perspecta,1969 Jan.1, 71-74

Banerjee, T., ‘The future of public space: beyond invented streets and reinvented places’, Journal of the American planning association, 67(1), 9-24

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

This article is from: