- Panoramic drawing of Dungeness – the imaginary voyage/drift along the coast;
- Map of the sailing journey;
- Fabric experiments;
- Site model – Dungeness as a museum;
- Tech precedents. Research on Transylvanian wooden churches – dry joints, functional and craft considerations.
- Lexical considerations – tourist vs. visitor; types of people attracted to the site – why, for how long and what preconceived ideas might they project on the site;
- proposition – what do they see when coming there? intervening on the route, landscaping considering ambitions/duration/routes/visions.
- Defining the museum – what is presented and for who/how many;
- themes of landscape and the sublime – Caspar David Friedrich – the lonely wanderer;
- how can illusions be created on site? what types of illusions?
- demographic conflicts – between visitors and locals.
- to what extent do the artistic/story elements I have presented reflect in the project work.
- The model – defining the boundaries;
- A timeline of types of visitors/people living or coming to the site with durations;
- Version 2 of the panorama – after visiting, how did it change;
- The map should be detailed with journey impressions.
- Technical – 2xA1 drgs; one of the Romanian church vs. one of a Dungeness bld to analyze the construction methods, materials used, environmental factors and cultural implications. Followed by tests/experiments on dry jointing for Dungeness.