Worldcraft
BIG takes Koolhaas' idea of congestion and merges multiple programs in a single space. He encourages us to take architecture to the realm of dreams: (it is not a house, it is not an apartment, it is both). Taking two projects that seem to be unrelated and making it into one piece of architecture.
In some way you can take this idea and relate it to junkspace, where you create a world that is not supposed to be there (an artificial ski slope on a flat terrain). However, you can also say that the idea of worldcraft is opposed to that of junkspace, because the part of the idea of junkspace is the marketing the products with flashy signs indicating what is inside. BIG, all while promoting one function completely conceals the other (like the apartments concealing the garage or the ski slope concealing the plant).
In some way you can take this idea and relate it to junkspace, where you create a world that is not supposed to be there (an artificial ski slope on a flat terrain). However, you can also say that the idea of worldcraft is opposed to that of junkspace, because the part of the idea of junkspace is the marketing the products with flashy signs indicating what is inside. BIG, all while promoting one function completely conceals the other (like the apartments concealing the garage or the ski slope concealing the plant).
This is an interesting take on BIG's design strategies, alot of what they create is not only visually appealing, but conscious to the actual program of the space. The power plant that doubles as a ski slope has a interesting take of giving value to what is typically disregarded. Understanding the shear size and footprint of a plant and how it can be utilized in a unique way. This not only gives locals a chance to do something they normally wouldnt be able to do, but the workers get a heightened sense of excitement when they leave work, which creates an amazingly unique dynamic for what usually is uncomfortable.
ReplyDeleteBIG's design methods are interesting and very inspirational; merging two opposing programs into one successfully intertwined design is a very creative play on Junkspace. These designs take on the role of 'form following function', but is that necessarily the best idea when planning for the future? I agree that it creates a unique dynamic for occupants when they enter and exit such an establishment; and as long as both programs exist simultaneously it works cohesively. But what happens when one of the program's fail and leaves a massive vacancy within covered by some entertainment/attraction... how does that internal space attract it's next client?
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