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Future Ruins

SOLACE

Percy Pagnozzi  • Acoustic & Sonic • Noise Pollution

The Solace integrates the natural surrounding site of south Eveleigh into its design. The objective is to raise awareness of noise pollution which was done through  sound architecture and through the combination of acoustic and sonic techniques thus reacting specifically to  the site and its people which enhances the noise levels of the surrounding area. The thresholds creates a sense of mystery attracting people to investigate, explore and take part in a journey into the unique geometrical shape of the structure, therefore also encouraging people to interact with each other thus the architecture interacting with the people.
The objective of the team was to create an unsustainable structure which raises awareness towards the global issues such as air, light and noise pollution.
General Process • Timeline
Matrix • Set of Rules • Creating spaces

The analysis of The Conisbrough Castle has a unique geometrical composition which was deconstructed and then reconstructed to create nine 'fragments' through a set of rules. In which each iteration were further investigated to revolve around the spatial conditions of thresholds and the possible journey between spaces.
                                                                                                                                                                             
Matrix • Model Iterations • Elevated Journey

The spatial change through 3-Dimensional iterations influenced a new perspective on the development of the designs. Therefore, elevation change was possible to create a unique journey through liminal spaces. The use of fabric was more of a subjective choice due to its flexibility around the curves of the path but also it acts as a threshold filtering through light.


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Case Study 1 • EFFEKT Camp Adventure Tower • Spatiality 

Camp Adventure Tower was created by EFFEKT, an  architecture firm located in Gisselfeld Klosters Skove, Denmark. This structure is situated amongst the forest with its paths flowing around the trees. The vertical element had similarities to the matrix models, which is the reason I had further develop my designs with this case study. The unique architectural element of the spiralling ramp creates an interesting journey since it has an offset causing a fluctuation within the ramps. However, the journey does not start at the bottom of the structure but before.  
Case Study 1 • Model Development

I have incorporated the Camp Adventure park's unique use of vertical paths by creating level change which also creates an interesting liminal space between levels. Thresholds are made by the use of hybrid architecture through fabric to create enclosure of a space which will determine public and private spaces. Model 9 is the chosen design which will be further developed, due to the complexity of the structure and journey but also it has similarities to cases study through its radial shape.

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Macro Scale • South Eveleigh

The topography will be an important part in determining the areas of flooding, overgrowth or both when the site has become abandoned and neglected. The analysis of the building types indicates not only architectural elements but the types of people who inhabit the site whether they are visitors or locals. The pedestrian paths and events of the site was thoroughly analysed as this determined where my chosen location to place my design will be. I developed a concept of "All roads lead to Rome", thus deciding to place my design at an intersection since in Rome fountains could be found at intersections thus showing a place of interaction or where an activity takes place.


Micro Scale • South Eveleigh

The location is situated at an intersection near locomotive street and is enclosed by workshops, residential and commercial buildings. This intersection is where pedestrians and cyclists would take to enter the commercial areas, residential apartments and establishments from Redfern station as this is a new developed area. On this site my design will be seen from multiple directions, whether one is walking, cycling or driving. However the site is obscured by trees but this acts as a transitional space to my site creating a sense of mystery, luring pass byers.


Case Study 2 • Hello Wood's Pop-up Park • Function

Pop-up Park shows great similarities with the first case study the Camp Adventure Park in terms of the paths. However case study 2 utilises these paths function differently as it is used for sitting and relaxing but also portable. I have incorporated this design by combining both to function as a path and a resting place.


Thematic Study • Unsustainable factors

The team has established a connection between each of our structures to show coherence on site. The idea of sustainability was brought to our attention but it was too simple, thus majority agreed on twisting this concept and creating an unsustainable design to address global issues. Therefore, the team was split into three territories; air, noise and light pollution.

Thematic • Noise Pollution
Noise pollution are elevated sounds that can affect a human well-being and other organisms. The aim is to create a structure which enhances noise levels on site, to raise awareness towards noise pollution. This is done through understanding how sound travels through materials and the geometry  of the structure thus leading to acoustic and sonic architecture.


Case Study 2 • Brutalism in Ruins

This brutalist architecture Casa Sperimentale, found in Italy has influenced the materiality of my structure. The use of concrete allowed a durable connection between the ground and first floor since it has an offset. It also reinforces the idea of fat walls, creating use of utility such as shelves, windows and seats. The radial shapes of this design also influenced the base of the main structure as it is unique and complex. This brutalist architecture shows ageing of the material through the discolouration and the overgrowth of vegetation giving it character. Perhaps for future ruins of my structure, it will look similar when abandoned and forgotten.





Future Ruins
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Future Ruins

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