Showing posts with label ludic. Show all posts
Showing posts with label ludic. Show all posts

Saturday, January 31, 2015

PlayHouse - attempt 1


Strategy One - Physically and visually engaging spaces (maybe "engaging" should be "interactive" instead? - a focus on experience through actions

So, Tactic One - create physically engaging spaces through use of different scales, levels, and forms (Figure 1)

Figure 1 - first attempt internal massing (no exterior walls ....yet)

Program spaces are constant - as per rules established in previous post... play opportunities happen in the pink spaces

Strategy Two - create social spaces by establish a play-rhythm that engages/interacts with people inside/outside; Tactic Two - increase connection to outside, architecture invites occupants to play (working on this now...)

Strategy Three - open-ended non-linear spaces; Tactic Three - more than two ways to get to each space (choice and options) 

SITE:

A successful public park in downtown Toronto. Trinity Bellwoods Park has underdesigned spaces which are open to interpretation and use. Activity spaces emerge based on user engagement - house as an extension of the park. Park as open-ended play; house as game (structured play)



Thursday, January 29, 2015

...still ambiguous?


Before I continue designing, I wanted to re-examine previous ideas on gaming, digital, play, and social interactions - to define an unambiguous problem and position...

Problem:

With rise of the Internet and ubiquitous technologies, videogames are gaining popularity with people of all ages today. Sociological and psychological explanations of this shift suggests that there are issues in reality where only virtual worlds can satisfy, and thus, a need to escape reality. It suggests a broken reality where the physical world is unsatisfying (McGonigal, 2011). This is a very dystopian view on the need for games. As children, we are encouraged to play. We explore, investigate, and learn through play and imagination. However, this curiosity and imagination is lost as we grow older. Maybe we as humans simply crave play and our physical world doesn’t provide it. As an object of the physical world which accommodates all human activity, contemporary architecture fails in addressing the basic human needs for play and engagement.  

Contemporary social spaces are often large spaces open to manipulation and definition by the end user. The architect is relieved of his/her role as a designer of space, allowing flexible spaces to transform on their own based on various programmatic needs. Architecture becomes a homogenous empty playground with completely flexible, modular interiors (E.g. Convention Centres, Community Centre, Multi-purpose spaces, public spaces). Although flexible spaces has its advantages, Architecture should not be a bystander to its internal activities.

Position:

Thus, instead of designing for flexibility, Architecture should be a ludic activity or facilitate ludic activities for play using social dynamics and culture of gaming to satisfy the human needs of play and engagement.

Strategies are determined by notions of gaming and play:

The design of architecture should:

1. Provide physically and visually engaging productive spaces - using architectural form to facilitate play and games (user-architecture interaction)

2. Create social spaces - using play and games as a means of ludic collaboration and social interactions (user-user interaction) - promote socialization 

3. Operate in open-ended experience space - provide non-linear experiences through navigation, exploration, and adventure - promote curiosity (self-driven)

Ludic - spontaneous and undirected playfulness 

Play is harder to define, because it is subjective and relative... but... some define it as an activity that is fun, voluntary, intrinsically motivated, incorporating free choices/free will, offers escape, and is fundamentally exciting (Smith, 2009). These actions can be: competitive, socially bonding, skill-training, or simply for fun (no reason other than for enjoyment).

Game is then simply defined as "constructed play scenarios" - applying some rules that manage play and define play spaces. Games are action-based - so engagement is defined by a user action (active engagement over passive engagement)

As an opposition to completely flexible open space, "rules" define the game of architecture where programmed spaces are fixed entities and movement from one space to another becomes the goal of the game. Transition spaces become opportunities for play. 


Thursday, January 22, 2015

Let's zoom out of videogames and digital things for a second... and look at "play"

... instead of looking at a specific type of play... I want to explore a way in which humans and the spaces they inhabit can facilitate play or playfulness.

...because play provides the most immersive, engaging, and creative experiences in our culture. And play and games are human practices in and of space (Walz, 2010).

A TedTalk titled "Play is more than Fun" (Brown, 2008), describes social, psychological, and evolutionary benefits of play in our society.


Which means that... Architecture should be a giant playground.

But, what is playful architecture? 

Google Images:

"playful architecture" appears to be super colourful, arbitrary forms that look like they are toys for giants. They are visually playful, but you can't play with them. Except that one with the kids playing with the colourful shutters and in doing so, changing the spatial quality of the kindergarten... 

So "play" and "playful" in my context for Architecture can be defined as architecture, building, building element, or space which encourages or facilitates physical engagement to provide creative outcomes and fun - also changing the spatial experience

And then Vince says that "playing" with a digital or cardboard model is also considered play, so what's the problem?! The problem is that this act of play stops when a final form is achieved. It should extend beyond the architect's models and expressed in the Architecture itself to facilitate playfulness in and of space.

Maybe... Cedric Price's Fun Palace?