Showing posts with label studio. Show all posts
Showing posts with label studio. Show all posts

2.16.2007

studio:07 crit - 1




Image One:

This first image/study model is the culmination of a series of sketches, photo montages, and study models that begin to explore the Apple experience, as I see it. The guiding idea behind the design can be summarized by the following equation:

playing + creating + sharing = learning and shaping

The notions of "play" and "create" are inherent within the Apple product line and is further embodied in Apple culture. Through the notion of "share" we are able to communicate ideas, music, art, photography, etc. Sharing then becomes a key element to the ability to "learn" and thus "shape" the minds of the future and past.

Architecture and technology embrace and foster the sharing of ideas.

studio:07 crit - 2



Image Two:

Digital study models explore and identify the key element of the building, the vertical gallery. Here, Apple customers have the opportunity to browse and share in the content and creativity of other Apple users as well as enter small digital studios where they can use their own Apple devices and/or explore new ones. The content created from the studios is then uploaded, blogged, etc. onto various projection screens throughout the multi-level vertical gallery and various listening stations on each level for audio content.

studio:07 crit - 3



Image Three:

This study model looks at the relationship of the vertical gallery and digital studios to the entry located at the corner of Boylston and Dartmouth. I also begin to further define vertical circualtion through the building.

studio:07 crit - 4



Image Four:

Here the focus is on a structural system to house the vertical gallery. A series of verticle supports hold the large projection screens and displays with the digital studios residing backstage.

studio:07 crit - 5



Image Five:

This perspective really begins to address the experience of what it will be like to inhabit the vertical gallery as well as hint at views that are possible from the street level and entry. (Additional images for the exterior elevations can be found here. The external wrapper shifts in planes vertically and horizontaly to offer views to the gallery from the street, inviting the public in.)

studio:07 crit - 6



Image Six:

Street level floor plan which show the entry from the corner of Boyslton and Dartmouth. Here the floor slopes up and under the building to the recessed entry and product display areas located on the first floor of the vertical gallery. Other essential elements to the store are also housed on the first floor, such as the Genius Bar and retail counters. (Enlargeable floor plans are available here.)

studio:07 crit - 7



Image Seven:

The second floor level illustrates the verical circualtion stair, elevator, and ramps that slope up and behind the projection screens to the backstage studios. Floor levels two through five house various perspective points which shift as you move through the building, offering varying experiences of Apple. (Enlargeable floor plans are available here.)

studio:07 crit - 8



Image Eight:

The floor levels and large projection screens shift in location to form smaller intimate viewing spaces and larger open ones. The physical dimensions of the floor plates, circulation ramps, vertical and screen structure share and define the volume of the vertical gallery.

We also see how the exterior wrapper pulls up from the street shifts back and forth offering perspectives to the vertical gallery beyond. (Enlargeable building sections are available here.)

2.13.2007

studio:07 plans

Site+Roof:



Floor plans:



studio:07 sections

Building sections:





studio:07 elevations

Exterior elevations:



2.10.2007

studio:06 - WIP

The vertical gallery is begining to interact with the floor levels in various ways. On the first two floors the projection screens extend up into the vertical gallery. The back side of the projection screens house digital creation studios, a sort of backstage. As we move up through the levels the screens will project out across the gallery and engage/share and re-define the observation balcony. Creating ceilings and walls of imagery.

It is my intention to articulate a similar dialogue in plan. As the the observation balconies cut across the plan from the Boylston facade to the alley, the projection screens will project out across the gallery at various depths.

2.05.2007

studio:05

Final assignment 4 posting:





1.28.2007

studio:04+05

Identification of signature element: the sharing element of vertical gallery

The notions of playing and creating are inherit within and represented by the Apple product line. Learning and shaping can been construed as by-products of Apple usage and culture. But the concept of sharing is not an intrinsic nor intuitive process for the general public and consumer. There is a great deal of sharing that occurs between the consumer and the retailer in the form of the Genius Bar and Apple's unique approach to the retail environment. But very little dialogue occurs between patrons of the store while they are within the store walls. What if we could create an architecture that fosters such a dialogue? What is that manifestation? Social seating, digital creation studios, product displays? A digital gallery where one could post or blog their work, creative expression, thought of the day, etc.









Success of the vertical gallery to share will be critically linked to ones ability to observe or percieve the space. Developement of the space will occur through the use of shifts in plan, section, horizontal and vertical planes to form or manipulate perception of the vertical gallery as you move into, out of, around, and through. Also important will be the investigation of the vertical gallery's relationship to the surrounding urban fabric, such as Copely Square, the neighboring alley, and the shared party wall. How is it seen from the pedestrian? the taxi cab? the subway? "Vertical and oblique slippages are key to new spatial perceptions", Steven Holl. - as they directly relate to the vertical gallery.

1.23.2007

studio:03 boston.p4

study model 2
more exploration of the concepts in sketch and first study model









select comments from review:
_ In reality, the store will be all hustle and bustle. How can you still magnify the heirarchy of the sharing space when it can't be just through images?
_Can you get more variation between levels?
_Explore bringing form inward on site rather than projecting outward.
_Playful. Where's this? And how do you define it?
_How does the architecture play? Could it be through color? forms? product interaction?

my thoughts in addition to the comments above
_I am really interested in the question of how does the architecture share and want explore this more. Sharing of natural light, mechanical systems, water, party wall, fire egress within the space of the alley and adjacent building, digital content, product display, sharing in context of Copely Square.
_How does color and texture through materiality further the experiences of play, create, share, learn, shape?

studio:03 boston.p3

perspective study model


entry and discovery, main retail display of new Apple products



circulation and social area around gallery, further browsing of Apple



multi-level gallery with large and small digital displays, audio stations, blogging terminals, a variety of seating options both theatrical and intimate


studio:03 boston.p2

Through the exploration of sketch perpsectives there is an attempt to generate the experience of the conceptual storyboard.

Within
Play - entry and discovery
Create - builds on discovery through use, digital studios
Share - communicate that which is created, observe, post, blog, gallery

Transition - retail environment, a certain amount of transperancy is achieved when we move from within to the outside. It is not a simple linear progression, but one that is repeatedly endlessly with many variations.

Outside
Learn - gain knowledge or experience
Shape - build upon knowledge to create new perceptions



perspective sketches



selected color renditions
select comments from review:
_Try drawing spaces from within inside the space. Walls/floors may be less important then...
_Investigate Times Square.
_I agree. Times Squaare serves all people, nationalities, sexes, information, etc.
_Sketch indicating/inquiring about delineation of public vs. private within store

studio:03 boston.p1

Apple @ Copely Square

storyboard

Interpreting what I feel most signifies the Apple experience and their products, I arrived at five key elements that drive the storyboard, possibly the architecture, and more importantly asks the question - how does the architecture, in turn, drive these experiences?

The activities or processes of play, create, share, learn, and shape are intrinsic within every Apple product.

play


create


share


equal learn + shape

1.12.2007

studio:02

The following is from email:

"Rick, Given you interest in parrallax images, I thought the attached image might be of interest. It was done under the direction of one of my professors at MIT. The assignement was to analyze and urban space (in this case Kenmore Square in Boston) by moving through it and using the variations of tone/overlap/gradient as a way to understand and investigate the urban edges. Chris"

Chris's image:



"Chris, Thank you for sharing. It is a very active image and I am quite interested in it. One of the first things that I find my eyes looking for is where the edges and defined boundaries are. They exist within the image but are somewhat hidden in all the "activity" of the overlaps and gradients.

I am really enjoying where this analysis is leading me. I have been making sketches and notes in my notebook today while at the office. In particular I wonder how parallax scrolling from video game design could effect a built space. At the risk of jumping ahead for our intensive, I have already played with this idea and the interaction in a retail space. How do the program elements of an Apple store interact with the consumer? If the goal or path is to buy that piece of new pop culture and technology, what happens if you metaphorically and perhaps physically juxtapose an old video game mechanic (parallax scrolling) with this retail experience?


I will try to get a second set of drawings done before I leave for Boston. I may simply post the sketches from my notebook.

~Rick"


Notebook sketches:





"Rick, If you have time, post that image, and our ensuing dialog on your blog. What interests me the most about this approach (and of the parallax scrolling) is that there is always some "space" outside the cone-of-vision. That space is never constructed in the video game (to save space/memory, etc.) and in Big Brother some of that space is also left off (see Anne's Assignment 1 post), but when you ultimately present your proposal for an apple store, it will be a building proposal, which will mean that it needs to be "complete" (i.e. the space outside the cone-of-vision needs to be there). What could be interesting is to see how that might be a natural break in the building language? Your initial thoughts re: Apple - Video Game, are interesting, ... the one thing I would caution you on is what actually is the "goal or path". I am not sure if it is, as you note, to sell that new piece of pop culture. See my comment on Carli's blog (under "Shopper to Consumer". The goal of the retail store does not necessarily need to be to "sell". Chris"

1.10.2007

studio:02

diagrams from studio:01







plan + section A





Not sure where this is going yet... but I find it an interesting idea that planes along the bottom of the plan and the left side of the section could be in motion (moveable) effecting the middle plane and creating the far plane beyond and varying perspectives.



plan + section B



These two sketches are meant to be an exploration of the space that "occurs" within the one dimensional plane of the mirror. The space in the mirror gives us clues as to what the rest of the room outside of the screen shot/point of view can show us.