project18:Interactions

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Members of this concept are:
 
Members of this concept are:
  
[[project26:frontpage|The Wave Phenomena]] (now Connecting Dots) - Information centre / '''general information'''
+
[[project26:frontpage|The Wave Phenomena]] (now Connecting Dots) - Information centre
  
[[project12:frontpage|Ez RDM]] - Information centre / '''business focused'''
+
[[project12:frontpage|Ez RDM]] - Information centre (business focused)
  
[[project16:frontpage|Welcome to the Cave]] - Practise / experiment while playing / '''public space'''
+
[[project16:frontpage|Welcome to the Cave]] - Public spaces
  
Continuality - Practise / experiment while playing / '''landscape'''
+
Continuality - Landscape
  
[[project27:frontpage|Open House]] - Result of information and experiment / showroom / '''housing'''
+
[[project27:frontpage|Open House]] - Housing
  
  

Revision as of 19:13, 17 January 2013

Learn and play


"Learn and Play" is a concept which stands for learning about sustainability and generating energy while playing. This concept will be brought to life with several projects, where each project has its own input and quality.


Members of this concept are:

The Wave Phenomena (now Connecting Dots) - Information centre

Ez RDM - Information centre (business focused)

Welcome to the Cave - Public spaces

Continuality - Landscape

Open House - Housing


Project Continuality will be landscape oriented that will create an island and connects it with several projects who are also a member of Learn and Play.



Project-project(s)


Overview all physical connections with the other projects

Project 18 Interactions.jpg


In order to make the concept of continuous motion a success, cooperation between nearby projects is a must. The mentioned projects are Transport Hub, Ez RDM, Welcome to the Cave, Fifth Season, The Wave Phenomena and Open House. The design will focus on connecting these projects without losing its own character. It will be a crucial link between these projects, because the experience of going from one project to another will be a continuous experience, rather than experiencing going from function to function.


Accesses from and to the island


PICTURE ARRIVAL C.D.


PICTURE ARRIVAL O.H.


PICTURE ARRIVAL EZRDM.


Project-building


The RDM area is currently a world on its own. The link between this area and the village is no more visible. One of the reasons for this is the long building that works like a barrier. This building separates the RDM area and the village. The most important information here is that this building blocks the sight between the two areas, which might encourage the feeling of separation. In order to reconnect those two there must be some kind of attraction for the citizens of the village to the RDM area. Not specifically a new function or activity, but something that stimulates the habits of the citizens. (See project-person B for more information)

protoTag A barrier between innovation and housing

Project 18 Barrier.JPG

Project 18 Interactions barrier.jpg


Project-object


A crucial object for this project is this pier. It creates options on the accessability to the island. This is important, because people should be able to enter the island in many ways as possible. When there is just one access it will give a feeling of entering a specific area. If there are many ways to enter it will feel like a part of something big, which makes the experience of the building and the surrounding a lot stronger, therefore especially the routing will blend in the island and be a part of a continous motion, in this case going from point A to B.

protoTag Abandoned pier

Project 18 Accessible 2.JPG

Project 18 Interaction pier.jpg


Project-person(s)


This part of the interactions is the most crucial part, because these are the people who are going to use the island.

We can separate the users in two groups:

A. Users of the RDM area, mostly students and business people.



Since the RDM area is being used by students, the design will contain some space or spaces especially destined for the usage of the students. For example showing the work that has been done by the students, like an exposition or information area. Or a waiting hall for the fast ferry, where the students in the meantime can play games.

B. Citizens of the village.

The building should affect the citizens the most. There are still people living in the village who have seen the connection in the past between the village and the dock. Giving the citizens this connection back and creating solidarity will be a top priority. The image underneath shows an example of how the current habits of the citizens can be improved by adding certain activities to the project location.

protoTag RDM student Mike

protoTag Citizen Luuk

Project 18 Walking route.JPG


Person-person


This part can be seen as a follow up from project-person. The results from that part makes interactions possible between the students and the citizens. This interaction can be achieved by for example keeping the citizens up to date with what is going on at the RDM campus. Showing the citizens the progress that is being made and the results that are being achieved at the RDM will slowly create a bond where perhaps in the future citizens themselves can play a part in the progress of RDM. The desired result is to create solidarity.

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