20120315

Ally



This is my new design.



First floor: Present

A round lobby with a glass ceiling. On the walls are a map of the knobs that would be seen on the second floor. The actual knobs that open the door will be filled in with a color while the knobs that do nothing are just outlines. New people would not understand until they have experienced the past. There are two stairs leading up to the second floor

Second floor: Past

A circular hallway with an elevated path in the middle. Instead of using LED floors to measure movement, chimes are used instead. When the person have to step off, they have to wade through the chimes. The chimes will hit each other and generate sound, and that sound is used to measure the person's movement. The walls are a hard surface to enable longer echoes. There are knobs on the wall that when you turn the right one, it unlocks a hidden door which can be slide open. The ceiling is mirror. The chimes will block much of the mirror so you can only see the path, the way that you "should" go.


Third floor: Future

9 small circular rooms. To get there you have to walk through a tunnel and up a staircase. The tunnel and staircase walls are line with bells so if you brush past it, it will sound. One you get to to room, both the wall and ceiling (and maybe the floor too?) are made of tinted glass. You can see the area outside (Present) but it is slightly different because of the tint on the glass. The glass are one way glass so you can look out but others cant look in. Different futures can not see each other. If you bend down and look through the peek hole, you can look at the past (remembering is hard so I made this hard to access)

Space: In a open part of a park (Or any open area)

Exterior: Metallic exterior that reflects the surrounding.

Do you have any suggestions and comments for me? :)
Thank you

1 comment:

  1. so my main comments are

    - disposition and organization are very interesting

    - but then you seem to be making boxes with devices inside....
    Think that the architecture itself could be the device, the walls could make the sound, carry it differently depending on their shape, their curvature...., the ceiling could become the floor to look back and down to the past or the opposite...., etc.

    - also be careful not to have too much effects in there, which would eventually pollute each other and actually make the whole experience weaker when it seems you want it to be very strong....
    It is always better to concentrate on a few effects, study them, test them and create something well thought through and that you can control and evaluate....

    Good luck - i hope it helps you

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