Saturday, June 21, 2008

Reflection and Self-Evaluation

Is this Architecture?

Having just completed my first design studio, and thinking about all that I have gained from it, I thought it was apt that some self-evaluation be shared with the rest of you. I got to learn a great deal about myself from this subject and also learnt a whole lot of new skills (e.g improving my drawing skills, learning how to “design”, SketchUp, Unreal…). Some major points of interest I have gathered from this subject are the following:

  • My attention to detail is probably a bit excessive (e.g trying to get everything line up exactly) at the expense of time. I strive for perfection, but perfection is unachievable.
  • I find the quality of models produced in this subject is outstanding. I would only consider mine as average. Am I not dedicating enough time? Too slow? Or just plain crap? Some peoples models are SO complex that I am amazed at the time and effort they have put in.
  • After learning from EXP1 and EXP2 my intention for EXP3 was to work consistently. Although I held firm to this commitment undoubtedly there was a huge rush at the end (last three nights went to sleep at 1am, 3am, and 6am with an exam on Friday!), which proved costly. I didn’t even go to work or play sport for a solid two weeks in a bid to churn out my best work, but still, there was a rush to the end. But hey this is university, this is what it’s all about, learning.
  • More to this point, I think the execution of my ideas is some what lacking. Sometimes even I am impressed with the ideas I conceive (through some intense idea exploration) but somehow they never come to fruition (e.g for EXP3, a catwalk that approaches the audience, and a moving building, not elevator).
  • However, something positive I have gathered about myself is that my belief in the motto “quality is better than quantity” holds true. Not to blow my own horn or anything, but I found some models to be too vast with no coercion. It seems people were creating random spaces for no reason at all. Although relatively simple I wanted to create spaces that held meaning and had ideas behind them without overcrowding the model.
  • Sitting at a computer all day long does not catch my fancy, doing dozens of (arduous) drawings does not catch my fancy. I’ve learnt that I greatly enjoy working in groups, where everyone’s special talents would be used effectively (I’d be the ideas man!).
  • Physical degradation – I think my body has taken a real pounding this semester, thanks in part to this subject. Weakened posture, ruining whatever significance my body clock once had for days at a time, sleep deprivation, RSI, craving any sugary foods when the “sleepy wave” hits and continually biting myself can all be attributed to my design work.

If this is Architecture… then I say “give me more”, although not too enthusiastically atm!

Friday, June 20, 2008

Further Notes on the Model

  • The domineering catwalk-come-dinning-table clearly states what these businesspeople are into – designer wares.
  • The tessalating tectures seem to have worked well in the model and convey the feeling of "movement".
  • The sheer size of the two main elevators symbolises the POWERFULNESS of these people.
  • Versace is a fashionista and appearances (especially entrances) mean everything - that is why her movers are rotating to keep spectators in awe.
  • Whereas Jobs is more concerned about efficiency and getting there fast - his movers are fast and take him straight to his destination.

Jobs' Space

  • Privacy was a concern for access to the management level, therefore an almost invisible elevator was placed to the right of the moving staircase (you should be able to just make out the sides). This elevator takes passengers straight to the centre of the room (no need to waste time walking). Entrance to the floor is also invisible.

  • The elevator to the third floor broke. I don't know what happened but you keep falling through it. I tried fixing this a few times but I think the static mesh was wrong and I didn't have enough time. You'll have to fly to the third floor.
  • Get off the small elevators quickly or you will get very frustrated very quickly! Could not for the life of me figure out how to pause elevators at keys, even after extensive wiki searching. (Was too late to ask fellow students.)

Jobs' Elevator

Creating the elevator - when subtracting the “apple core” from the Apple icon all adjacent faces affected by the subtraction which were previously internal needed to be reversed to external (as outlined in my SketchUp tip also). This required me to individually select more than 200 faces (at a guess) and right-click > reverse faces. Shortly after beginning this arduous task I imported the model into SketchUp to check out what implications the reverses faces had. Turns out the reverse faces makes both the internal (apple core) and external (Apple icon) walls invisible, meaning that the passenger feels like they are only standing on a platform and can see all around. I decided to keep this handy feature as I thought it would appeal to Steve Jobs’ technologically-fantastical and playful side. (Although such invisible walls are impossible to create in the real world it is an idea that Job’s could have easily thought up and make a reality).

Although not really relating to power, it reflects Job’s desire for good design and gives him a commanding view of the world around him.

Versace's Space

  • The spiral staircase is a little whack on it's return journey. It was supposed to be an elegant entrance to the meeting space, contradictory to that of Job's "straight-line method".
  • The cylinders sticking up out of the floor are meant to be stands for models to get pinned up on or measured.


P.S After reviewing Russell’s mover tutorial (on Saturday) I now realise the fundamental error in ALL my movers! That is – not retracing the mover’s return journey. I would set the keys 1, 2, 3 for example and leave it at that, not counting back down to the base. OMG I am a dumbass, but that’s what you get when you run out of time.

SketchUp Model

Link to SketchUp file with all models used in the final environment: 3 elevators, Dining Table and Versace's space.

http://sketchup.google.com/3dwarehouse/details?mid=ed29eb85b7fe0e2f2daaeae80c11e198

Final Model




The sharp head of the table symbolising the decision-making power rested here is shared between two, centralised around the catwalk’s podium. The “banks” are there to seat the entourage of assistants.


Steve Job’s is in an extremely high position of power. No one can see him in his office, but he can see all, the world around him and his workers beneath him.


Donatella Versace’s life is bathed in sheer opulence. Created through her career in fashion, the catwalk symbolises and functions as what has made her so powerful.


DM-ARCH1101_EXP3_Karl_Desl.ut2

Draft 3: Donatella Versace's Office




Comments

Image 1:
  • Elegant building design
  • Emphasis on catwalk (like an open mouth)

Image 2:

  • Imposing elevator to dock into the building (her presence will be known!)
  • Elevator in the shape of a crown or tiara (she is almighty)

Image 3:

  • Catwalk with smoke screen (to hide what's going on behind) for dress rehearsals

EXP3_draft3-versace.ut2

Draft 2: Steve Jobs' Office





Comments

Image 1:

  • Rather ordinary (minimalist) looking glass office building
  • White exterior symbolising the popular white Apple logo
  • Large "Apple" elevator to link the office building with the bridge/meeting space

Image 2:

  • Three levels separated according to function: below - computing, middle - marketing (two functions in which Apple exceeds), above - management

  • Feature walls reflect this, also management level is bigger

Image 3:

  • Access through the building will be through an elevator shaft and multiple elevators

Image 4:

  • Face properties set to "fake backdrop" making the walls invisible and creating a sense of openness
  • Same with the floor (gaps) allowing management to keep tabs on their workers

EXP3_draft2-jobs.ut2

Draft 1: Meeting Space

I constructed my model in three main sections - the meeting space, Steve Jobs' office and Donatella Versace's office (in that order) and as such have decided to post a copy of my draft model up at the end of each of these steps.




Comments

I preferred to make the staircase in Unreal as I felt it would be easier to dictate all of the stair’s dimensions (height, width and length) to create a luxurious-looking and feeling staircase. My initial intention was to have a staircase with a low grade glide down to a catwalk (cause why should powerful people have to walk?) which would meet the stairs in the centre (the staircase would have a cut out where it would “accept” the catwalk). After creating the staircase, complete with catwalk cut out and a flared end (did both of these via subtractions), I came to the realisation that you cant turn a brush into a mover! Converting the brush into a static mesh reversed all subtractions leaving me with an ordinary and ugly looking stair case. So I decided it was no great loss if the staircase didn’t move and that I could probably use this technique somewhere else, and left the stationary staircase to meet with the catwalk.

The staircase-come-catwalk could facilitate the exhibition of a range of things, from Apple products, models wearing Versace wear, to Versace herself, taking a press conference for instance. I thought this was a vital element of the “working office” as it allows both Jobs and Versace to show off their designer wares.


  • powerful looking dining table - two main heads, with islands extended on either side around the catwalk to cater for the power figures' minion
  • model stand (mover in centre of catwalk) on constant loop to show off any designer wares in 360 degrees

EXP3_draft1-meeting_space.ut2