Post Crit

Mix up Medium – model making:

  • Explore the use of water in models to help understand the qualities of the material and the way that it moves and interacts with other objects.
  • Heightens senses more- bring saltiness/wetness into presentation and work.
  • How does something flood? what is added and what is taken away?
  • Dungeness – video of waterscapes (sound/movement etc…)

Pre and Post Flooded state:

  • Images that envisage interior flooded spaces: Lighthouse? Homes?
  • Pablo Genoves – Precipitados

The House:

  • How does living in a floating house change your living style?
  • What is the house’s life cycle? Where and how would its position move post flooded state?
  • Arakwa & Gin

Urban Landscape:

  • Carlo Scarpa
  • The nature of water – flooding can be a violent process, that yet can happen gradually. The force behind water can be great, although appear gentle.
  • How can the raised water level create new opportunities on site? What areas are made available that were not previously accessible?

Develop Precedent Studies

Edit Base Lines of  x Drawings

 

I’m unsure as to whether I should solely develop the transformation of Dungeness as an urban landscape acting as an exploratory example for future changes to flood risk zones. Or whether I should also include the ‘hooke park’-esk amphibious scheme… would it be best to focus on just one?

 

 

One thought on “Post Crit

  1. Hi Anna,
    I think you need to develop both as part of your proposal – the overview of how the landscape will adapt to flooding as a sort of masterplanning strategy, and then zooming in to look at how the house specifically adapts to become amphibious, as well as more human-scale details like the utilities poles that serve new purposes in the new flooded reality of Dungeness. In general, your proposal should operate across multiple scales from landscape, to building, to detail. In terms of details, the suggestion of Carlo Scarpa was a good one – he has some really beautiful details especially in his Venetian projects that bring water into the building,to think about how it moves through space and change its relationship to the people also inhabiting the building: http://designlifenetwork.com/interior-alchemy-carlo-scarpas-palazzo-querini-stampalia/
    Introducing an element of time to show how flooding isn’t necessarily a constant state and that there is this need to adapt is important – so think about how to show that either through drawing or film or animation or a more interactive/ performative piece?
    Perhaps, within your manual, you could also draw a sequence to show how the traditional home in Dungeness adapts and is altered over time to become amphibious – what is essential to keep, and what gets removed or cut away? What gets added?
    Looking at how flooding will change how we operate at the three scales of landscape, building and detail will be important too – like the research being done in Lagos for how to plan a water-based community: http://www.nleworks.com/case/lagos-water-communities-project/
    Here is a link to Pablo Genoves’ work online – the images are just very dramatic and would be good to show that inbetween state of flooding rather than dry vs. flooded: http://www.pablogenoves.com/html/2-precipitados.html
    Finally, Jessica’s precedent of Arakawa Gins’ Garden of Irreversible Destiny is a good one – Anoovab used it as a precedent last year: http://www.reversibledestiny.org/architecture/site-of-reversible-destiny-yoro – this could be important for you to draw up to determine how you want to design the experience of your vision for a future flooded Dungeness. Think about how you choreograph the routes across the landscape, how you look down through water to see the land below, to understand the passage of time etc. Looking forward to seeing how it develops on Friday!

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