Building Better

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Upcycling as a Creativity Booster: An Interactive Inspirational Technique Driven from Yohji Yamamoto Style of Fashion View Digital Media

Paper Presentation in a Themed Session
Alshaimaa Alanadoly  

Fashion sustainability became a global market demand that shouldn't be ignored. As a topic, sustainability became a core course in most of fashion institutes, where upcoming fashion designers and specialists are interacting with issues of sustainability facing fashion from theoretical backgrounds. Still, practically, interacting with sustainability is left as individualized attempts to figure a way to act, design, produce fashion in a sustainable manner. This research presents a method to teach fashion students sustainable design practices through upcycling technique and inspired by “Yohji Yamamoto” deconstructive style of fashion. While the technique being sustainable, it was found to be a booster to the students’ creativity and understanding of constructive practices behind fashion design. As an experiment of this study, fashion students during a workshop were divided to groups and been introduced to Yamamoto’s design process and techniques, they then been asked to develop their own complete outfit using old pieces of clothes and produce a presentable final outfit, in which they have to experiment their concept, design and construction. Throughout the study, an extracted experimental qualitative result of the technique will be discussed and presented and the process will be analysed. This undergoing study presents a worthy attempt to interactively introduce sustainable design practices to fashion students, that may help them reach their individual sustainable design process. The results of the study is expected to help educational institutes into integrating fashion sustainability (design to production) as a full practical process within their curricula.

Proxemics Revisited: A Theoretical Discourse Toward Eco-equilibrium Design View Digital Media

Paper Presentation in a Themed Session
Chutarat Laomanacharoen  

The revisiting of proxemics theory focuses on understanding the notion of social distancing that has become a broad guideline for the new normal society. The paper illustrates that the biology of behavior, which was the basis of Proxemics theory is important in the application of social distancing to meet all dimensions of users in architectural design. The paper traces the influence of proxemics theory in governing space design fundamentals that has inevitably led to urban sprawling, which is viewed as contributing to the present Covid 19 pandemic. In response to this dilemma, the paper offers a new perspective within the framework of the third generation of conservation focusing on the notion of cohabitation of human, animal, and nature in a more accommodating way. Eco-equilibrium design is proposed as a theoretical framework for an alternative cohabitation scheme. An experimental design for the new zoo of Thailand is offered as an example of the application of eco-equilibrium design.

After Oil 2050: Interior Architecture and Environmental Agency View Digital Media

Paper Presentation in a Themed Session
Rana Abudayyeh  

Driving substantial, measurable, and meaningful action on climate change requires us to think outside the bounds of conventions and employ design in new trajectories. As the era of dependence on fossil fuels comes to an end, replaced by renewable energy sources and virtual connectivity, we find that many of the extensive infrastructures and systems that were integral to supporting our oil-dependent lifestyle are becoming obsolete. The oil industry has been one of the most environmentally invasive enterprises with extensive networks to extract, transport, refine, and dispense oil all around the globe. Examining the decommissioned settings of an oil-dependent era was the focus of a capstone interior architecture studio. The studio sought to define new trajectories for the abandoned structures of a fossil fuel economy. The sites we addressed were: Oil Platform Holly (Santa Barbara), Williamsburg's Bayside Oil Depot (Williamsburg, Brooklyn), ExxonMobil Building Formerly: Humble Oil Building (Houston), and The Packard Well Site (Los Angeles). Working towards resilient design narratives, the studio reimagined these colossal petroculture artifacts employing interior architecture's inherent adaptive reuse capacity. The various sites created a fertile ground for intervention and issued a comprehensive set of imaginative narratives for our impending future.

The Expanded Field of Moving Image and Sound: Approaches to the Practice of Visual Music View Digital Media

Paper Presentation in a Themed Session
Christopher Caines,  Rewa Wright,  Jon Drummond  

Visual music as a field of practice and research has a complex hybrid history that includes visual scores, structural cinema practice, and a wide array of animation techniques, through to generative code driven approaches. Central to all of these diverse subfields are two unifying ideas. The first is the bi-directional relationship to sound where moving imagery and sound exist perceptually as a continuum within the form dialoguing with each other. The second is the older concept of composition in the musical tradition acting as an overarching concept that drives the shape of the creative intent and output. In this paper, we outline in detail using case studies from recent work the generative possibilities of the form and the ways that hybrid inclusive approaches that meld disparate technologies, traditions and techniques can not only expand the creative and expressive possibilities, but also develop richer forms of data and computer vision technique that can resonate both culturally and artistically. As a language with a long history in both art and design we demonstrate how concentrating on the form as a discrete under-explored tradition through exploratory practice can enable new languages and understandings to be developed.

Development of a Virtual Reality Prototype for Architectural Visualisation with the Integration of Dynamic Electroencephalogram in the Creative Thinking Process View Digital Media

Paper Presentation in a Themed Session
Kaitlyn Dierikx,  Zi Siang See,  Luis Alexander Rojas Bonilla,  Erin Conley  

This project focuses on the exploration of an architectural visualisation virtual reality (VR) prototyping and creative thinking process with the use of consumer accessible electroencephalogram (EEG). Architectural visualisation with engaging interactive user experience is an area which requires careful considerations during the design and construction process of the VR content, which aims to promote intuitive exploration of the simulated virtual environment. This study involves the collaboration between several architecture designers and virtual reality developers, which forms a multidisciplinary research, looking at the investigation of EEG impact for architectural visualisation content creation - autoethnography prompted a self-reflective approach to building knowledge during the research and construction phase, ensuing personal growth by the conclusion of the project. Virtual reality can be a powerful form of communication for informational materials, visually, only if content can be made easily accessible; this makes digital travel to unique locations easier for the presentation of architectural aspects to the general audience for the purpose of encouraging movement in the virtual space. Consumer grade EEG devices are now commonly available for the purpose of medication, mindfulness, and stress management; therefore, we are explore the possibility of using such a device as a dynamic/real-time self-reflection tool for a designer during a creation process of crafting the virtual environment for architectural visualisation. In this research we describe the case study, a practice-based creative prototype, initial EEG data and documentation, and the directions for future work.

Guest Interactions Within The Theme Park Model Through the Lens of User Experience Design: Past Principles, Current Practices View Digital Media

Paper Presentation in a Themed Session
Dave Gottwald  

Beginning with Disneyland, by the end of the twentieth century, themed spaces had proliferated across sectors from leisure to education as a core component of Pine and Gilmore’s Experience Economy. As Ellen Lupton reminds us, what has changed now in the twenty-first century is that, increasingly, we are designing for participants: for users, visitors, and guests. Calling customers “guests” is a key Disney contribution to the hospitality industry, and it traces back to Walt Disney’s personal philosophy. Although now regarded as paternalistic, Disney’s concern for his “guests” is not unlike current trends in human-centered design. How Disney parks were/are planned, designed, and continue to be iterated maps suitably to practices in the UX industry. Thus theme parks can be thought of as a kind of software. Most recently, mobile apps have become integral to most visits. Star Wars: Galaxy’s Edge opened in 2019 with interactivity via the Play Disney Parks app baked directly in. Guests can embark on a number of gamified quests, scan and translate “alien” content, and participate in role playing. Now with the global theme park industry having reopened following in some cases over a year long pandemic closure, apps have become the central way guests manage their theme park experience, and operators manage the guests. This paper describes the evolution of the Disney parks in the context of user experience design, looks at the current state of the art, and speculates on where mobile interactivity within the theme park model might head in the future.

Water Talk: In Search of Hidden Landscapes of Water View Digital Media

Paper Presentation in a Themed Session
Irene Perez Lopez  

As part of a broader investigation around the implications of living in delta and estuary cities, as spaces transformed by the transitory actions of water, the exhibition and paper is presenting the investigation designed to reveal the original landscape of water, through the construction of a visual narrative, a cartography through time, uncovering new and unexpected relationships between space, community and environments, representing the transformation of Mulubinba into Newcastle (New South Wales, Australia). The time frame spans hundreds of years of history and by looking forward to 2100, focusing on the impacts of river and coastal transformation. The research presented visualizes, describes, and combines hidden, erase and alive places and spaces in the threshold between land and water, in multiple scales along an expanded time frame. The representation of dynamic systems across time is a major methodological and design challenge in order to connect the multiple forces impacting such dynamic ecosystems, which are influenced by various forms of knowledge and disciplinary approaches. The most rigorous and fruitful manner to approach this methodology and create forecasts is mapping, which makes tangible, not only physical attributes, but more importantly, “hidden forces that underlie the workings of a given place”, such as historical and local events, aboriginal and colonial ‘common [name of the] places', the multiple traces of water, geology, urban imprints, industrial heritage, economic forces driving land reclamation and land speculation, social and spatial patterns.

Digital Media

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