current project_white rabbit

September 16, 02009
Craig Babe Studio_605_Fall 02009
Texas A&M University College of Architecture

White Rabbit_Black Rabbit/College  Station, Texas

introduction/Two week academic design project in college station to create a café/lounge/gallery/bookstore/performance space in the commercial and residential Northgate Neighborhood on the edge of the Texas A&M campus.

context/Northgate is the center of college nightlife, yet like most of the Bryan/College Station area, the neighborhood has suffered from suburbanization, and is one of the few areas left with the potential to promote real urban density. The White Rabbit site is at farther end of Northgate adjacent to a chain fast food restaurant, an abandoned groceries shopping center from the 01960’s and a operating bank from the same era. Instead of addressing the adjacent context of upper Northgate, this project focused more on the heavy pedestrian traffic caused by the Texas A&M campus across the street, and the overall context of the Bryan/College Station area. White Rabbit is an attempt to move forward and attract “alternative people” as an alternative to the bar scene just down the street. White Rabbit is an attempt to bring new life and extend the pedestrian friendly area of Northgate.

program/White Rabbit calls for five major programmatic elements: café, lounge, gallery, an independent bookstore, and performance space. The spaces were then defined by the spaces individual needs (for lighting, ceiling height, private or public space, ect.) as well as each element’s relationship to the whole. The café, lounge, and gallery spaces were merged into one indefinitely continuous space, because they share similar definitions. The bookstore and performance space were considered to have different definitions than the café/lounge/gallery. The bookstore is lifted up and pushed out over the sidewalk to create a shaded gathering space at the entrance to the café below. The bookstore also has a small one-piece gallery space overlooking the street in order for the architecture and architectural contents to serve as an advertisement to the pedestrian and automotive traffic below. The performance, needing more control over lighting and circulation, was half-way submerged into the ground. Access to the performance space/basement is handled by an external ramp that opens to the sidewalk. A dialogue is maintained between the gallery above, performance space below, and sidewalk through specifically placed windows allowing separation as well as varying degrees of interaction between the public and private.

circulation/Ramps provide for processional vertical movement.  The ramps are in between programmatic elements, and often serve as buffers between elements. However, these in-between spaces do more than circulate, they accidently congregate. Spaces are provided to both seek solitude in the non-space as well as offer opportunities for socialization with those passing by.

skin/Once the architectural contents of programmatic and circulatory elements were aggregated into a single form, a skin was wrapped around the form to create an interior and exterior. The skin was then panelized for production purposes.

effect_affect/White Rabbit_Black Rabbit is black on the outside and white on the inside. Black Rabbit aims to create a beacon of modernity and progressive urbanism in an otherwise defunct and decaying strip mall environment. White Rabbit creates an enclave for the otherwise neglected demographics of the Bryan/College Station area. The interior spaces of the café, lounge, gallery, and bookstore are drenched in direct and diffuse natural lighting and an ambient white light. The panelized skin is continued on the interior giving the surfaces a faceted form. Socialization and private meditation are provoked through a mixture of open spaces, solitary spaces, calculated external views, lighting conditions, and a garden.


past project_cross desk

May 30, 02009
Cross Desk_Spring 02009
FEEDBACK studio

Cross Desk/College Station, Texas

introduction/A desk built for personal, in home, use. Cross Desk makes use of cross bracing in order to achieve ample leg room.

parameters/Desk must be light, for easy mobility. Desktop depth was designed according to the dimensions of my laptop and various computing electronics. Desk must be strong enough to withstand loads from computers, various computing electronics, large books, and general clutter. Desk must also use only two legs in order to allow for ample leg room. Cost was also a factor, this desk was built in under $40 (including mistakes and design changes).

materiality/The desk is made of cheap dimension pine wood found at a local hardware store, one piece of ply wood, and a flat surface particle board.


current project_easterwood_overgrowth

May 18, 02009
Gabriel Esquivel Studio_305/406_Spring 2009
Texas A&M University College of Architecture

Easterwood Airport_OVERGROWTH/College Station, Texas

introduction/Project calling for the redesign of an existing airport in College Station, Texas. Redesign includes doubling the existing size of the airport, adding another gate to the terminal and profoundly changing the overall ambience of the flying experience. The studio theme was Turbulence. I will refer to this project as OVERGROWTH.

concept/the existing building led the user through a disjointed and stale experience that only adds to the angst of flying. After concluding that the existing aesthetics and spatial proportions were inadequate but the overall programming was sufficient, the existing architecture was stripped down to its bare essentials (as shown above in [existing, stripped, stripped in plan]). From there, the programmatic elements were allowed to grow out of their restrictive boxes into free forms in an organic manner. I will refer to the programmatic elements as the Organs of the architecture. The parameters for the growth were the amount of walkable space needed measured in feet2) as well as space needed for affect (measured in feet3).

OVERGROWTH attempts to personalize the spaces where the flying experience can feel the most hectic (baggage check, ticketing, lobby, security, etc.) while the secure spaces provide a sense of openness and freedom (gates, sky bar, restaurant).

research/Ideas and concepts explored in this project were that of translucent skin, structural striations to said skin (both concepts are detailed in previous posts), vegetative growth on man-made architectural ruins, contrasting and appropriately exposing the old orthogonal existing building with the new organic architecture, and using a system of skins that work in layers to add to the affect, as well as the structural, programmatic qualities of the architecture.

anatomy/OVERGROWTH uses an anatomical metaphor. Organ + Skin + Bone = Body. Organs are the various elements of the program (baggage check, baggage claim, rental space, offices, security, flight lounges, etc.). Organs consist of space which walls (both existing orthogonal and new organic) wrap themselves around producing one skin. Windows are then punched into this layer of skin in order to provide optimized daylighting even in the hottest of summer days. Image showing exposed Organs is labeled [organs]. Next, the Skin referred to in the equation above is a yellow-tinted performative glass skin that envelopes the program and shades the drop off area. Yellow was chosen for its calming and cheerful qualities. Bone is the structure that allows the organic skin to take its shape and hold it safely.

affect/OVERGROWTH takes on two different personalities, one in the day, another at night. In the daylight the Skin produces a slight yellow glow on the white walls of the Organs. There is an interior Wild Garden that can be viewed from the ticketing area, certain flight lounges, the restaurant, and the sky bar. The Wild Garden integrates itself with the baggage claim and administrative offices. Users experience the twisting of the organic forms as they grow out from the existing program and settle onto the surrounding topography.

At night however, the two layers of skin exude a different affect. Programmatic elements are given alternating blue and red lighting effects. The Sky Bar, filled with bean bags and bar stools floating above the Wild Garden, transforms into a highly personal space and glows with red. The Restaurant, alternately, glows with blue to create a cool and relaxed space for dining. Refer to images [drop off_night, driveway_night, elev_front_night] for examples of lighting effects. On the exterior, the reds and blues of the interior combine with the yellow skin to create a large palette of colors that appear change and dance along the organic Skin as cars drive by along the nearby highway.


writing_KM3.Condense

April 9, 02009
Generative Architecture_489_Spring 2009
Texas A&M University College of Architecture

definition

The following is a condesery of the book KM3: Excursions on Capacities by Netherlands based architectural firm MVRDV.

Three-dimensionality can be seen as architecture’s fundamental existence, the profession’s acclaimed domain. In times of globalization and scale enlargement, and update of this definition seems needed: meters turn into kilometers, M3 becomes KM3. [0.2_1_Winy Maas]

content

Each mini book explores different elements, adds information, and is positioned in methodological sequence: from observations of upcoming densities, via hypotheses for how to deal with them, through speculations on localizing global densifications, to emergent possibilities via suggested directions (hypothetical dense cities), while learning from the past, delivering applications for current situations, experiements through collaborations, projects and recent realizations and a possible summary with software that stores and activates the found knowledge. It culminates with a postscript, a possible jump to the stratosphere, the next 3D action, the ultimate escape. [0.3_2_Winy Maas]

  1. space gap
  2. hyperoptimized world
  3. new regionalism
  4. km3

space gap

The world is doomed. Maybe. It has been suggested that in order to sustain one person, 1.8 Ha of land are required. By those standards present day USA would need an area 4 times its size, while Singapore would consume an area 20 times its size. By the year 02070 the Human Development Index is expecting to reach 100%. Life Expectancy is to reach 77 years old world-wide by 02045. Data suggests that by 02050, 480 million immigrants will be on the move. Overall, trends suggests that in our planet’s future populations will grow rapidly, while the amount of plant and animal species and resources will decline gradually. As of the year 02005, in order to sustain ourselves we would need 2.15 earths.

KM3 looks at human occupation as a skin that covers the earth. Over the last century these individual skins or cities or human developments have been slowly moving towards each other. Urban and suburban sprawl begin to eat away land and resources. In this new Information Age people live longer, are more educated, and look to consume more. Our current skins or cities do not and will not meet the needs of these emerging capacities. KM3 calls on architects and urbanists to adapt and innovate. KM3 suggests a world where there is an endless skin of human development. Where we have expanded to our limits. Deserts, forests, seas, oceans, underground, skies. What does this mean for architecture, for the city, for the region, and for our planet?

Architecture is a device.

In the face of an uncertain future, architecture is pushed aside. The role of the architect has been decidedly reduced to a luxury service dominated by corporations looking to provide the design de jour. Spatial possibilities (on the building, neighborhood, and city level) become limited by this fact. But architecture is more than a service, it is a device to be utilized. The World of Architecture should position itself at the forefront of the spatial debate. Architecture inherently addresses the physical manifestation of political, economic, and societal demands. As the world’s population, spaces, and occupations converge on each other, architecture will become increasingly important for survival of the Human Race.

KM3 asks architects and urbanists for a vision of a new city, that emerges from this new and chaotic world. If the architecture of the present could be considered reactionary or considered negative feedback, then this new architecture and new city is an action of positive feedback. Proactive design.

hyperoptimized world

Data is an attempt to represent reality in numbers. A way of understanding the physical through the meta-physical. We are at the beginning of a new area, and Age of Information. A shift in technology has occurred. In the Information Age our species will not be pushed forward into progress by physical technologies. The most socially important technologies will be meta-physical in nature. The rise of silicon based technology (as opposed to carbon based) allows our physical lives to be highly altered. At a time when our species is facing possible endangerment or even extinction, productivity and efficiency are pushed to the forefront.

KM3 assumes a world where all peoples are equal and all resources are open. In this assumed world, a re-thinking of the way we produce and consume resources is required in order to obtain the optimum efficiency. Five distinct natural resources are identified: energy, forests, agriculture, seas, and deserts.

After that, industries, infrastructures and urban agglomerations follow the primary resources, suggesting further a new density map of the world organized in a n efficient way for distributor. It would lead to ‘terroirs’ with the finest agriculture on the proper spots, to windmill parks on the windiest places surrounded by floating cities, since these places will be mainly in the oceans. It would lead to zones with high-quality forests that act like giant CO2 absorbers . . . Everything will seek the best position for production with the exact amount of people allocated nearby to maintain it. [3.4_74_Berlage Institute/MVRDV]

Dispersment of Earth’s existing cities and populations are not structured for efficient production. In the assumed global society of the future there is free movement between regions. Once the optimized areas are located and development/transformation begins, populations will organize themselves accordingly. KM3 does not suggest a world where all orders are received from the top-down, rather a pattern of migration will emerge through the individual decisions of free citizens based on job availability, quality of life, specialty area, etc.

Currently, our global population is 6.3 billion people. According to the data and projections, our planet could reach hyperoptization by the year 02130, with an estimated population of 16 billion. Through optimization of resources, new metropolises will materialize. The densities of these new cities will change according to the specialty of production. Agricultural clusters will be connected to hub cities which will distribute products to port cities. Port cities will then further distribute the products globally. These clusters of hub and port cities will be the most dense, working 24 hours a day in order to efficiently distribute products to consuming regions. KM3 outlines a future world where fresh food products can be shipped within 12 hours of their ripening. This is the future (or the process of creating this future) that many of the experiments and hypothetical situations found throughout the work occur.

Data projects that Earth will be maximized by the year. After which, colonization of outer-space and extra-terrestrial planets will become necessary.

new regionalism

Costa Ibérica. Tourism_MVRDV speculates that in 50 years time the southern coast lines of Spain and Portugal will become a Constant City providing an endless linear skin of hotels and services. It will become Europe’s leading Leisure City, but over time will devalue itself due to the wreckless expansion and mono-cultural (tourist) behavior. How can this self-destructing Leisure City be stabalized? By utilizing its strengths. This area is rich in its sense of climate, beuaty and accesibility, as well as existing city conditions. The smaller cities of the region can reorganize themselves into pristine ecotourist sites, promoting a return to nature. While the larger existing cities like Barcelona Benidorm can absorb more prommatic functions, increase in size and density, and become clear regional hubs of diverse activities. This reduces the mono-culture aspect of tourism by varying the degrees of density and activities throughout the linear Leisure City while still capatlizing on its unique strengths.
Forêt MLM. Suburbs_Montceau-les-mines is a small pre-Information Age city in the French countryside. The European countryside as a whole can be seen as decaying. The young move to urban areas while the old remain and die out. Heavy Industries have moved away to eastern Europe and Asia, while new highways, business parks, and strip shopping centers make a futile attempt to lure in population and economy. Instead of creating productive Constant Cities that work on a global scale, these areas in the European countryside tend towards a destructive endless suburb consuming land. How do we rectify this problem?

Leave.

Give the countryside back to nature and to agriculture. Allow the suburbs to die off, accept the situation. Over time the old industrial parks and larger buildings that have long since lost their use will become ruins in a thick and expansive natural park. Coating the selected contemporary ruins with a polyurethane paint will allow vegetation to slowly take over the structures allowing opportunities for interesting acts of nature. Populations will condesnse around the new cities and the countryside will once again be open.

Ciudad Valle Central. Agriculture_There is a valley in Chile that stretches between the Andes and the Cordilleras that could possibly wield agricultural value on a global scale. Overlapping areas of productive soils, mediterranean climate, and water resources converge on this narrow valley. KM3 looks to turn this region into a HyperAgro economy. Every cm2 of land will be used to its uptmost potential, and using the foremost production methods. This new economy could play a role in the larger regional scale of Chile by attracting workers from the already over-populated existing cities like Santiago. On the global scale, the CVC will be among the top Agro Product Exporting regions.

NL Stad. Urbanism_When considering urban planning at the scale of a nation, the Netherlands is the first to come to mind. The Dutch have embraced the idea that one is not simply restricted to the existing geography, a country can makes its own topography. This idea is called ‘makability’ in the planning culture. However, seeing the past large scale urban projects in light of recent global conditions and the future that KM3 presents, there is an air of doubt in the rationality and ecological effects of these projects. Which leads to a culture of pessimism and protectionism, and an unorganized complexity of planning procedures forcing Dutch cities to compete with each other for resources and populations. Effectively ending the collective initiative.

Currently, Holland stands as sprawling string of relatively low density cities with no urban core. KM3 proposes a re-organization of the Netherlands. No longer should it be seen as a single autonomous nation with independently operating cities, but for what it is, a single skin of human development. A megacity of some 16 million in population.

In this nationwide city, the roads would become ‘city streets’ and thereby take on a n entirely different character. Areas of natural landscape would become ‘city parks’. There would be several water districts and a power-generating zone, as well as a couple of neighborhood committees. In short, you would have NL-CITY. [4.9_182_MVRDV]

NL CITY distinctly changes the way planning is dealt with in the country (new city). The Netherlands is often considered by many residents as ‘full’ and thus migration is currently being limited. However, when the nation is considered to be one large municipality, ‘full’ is no longer applicable. With 16 million inhabitants, NL CITY becomes the most populated, least dense city in the world. In fact, only 15% of the land is developed.

Two kinds of fullness exist. Negative fullness, which is currently felt in Holland, is a reaction to perceived inevitable consequences such as congestion. This leads to insecurity and pessimism. The second, positive fullness, is a proactive event which creates culture and diversity.

Another rationale for changing the scale of the Netherlands from nation to city is the European Union. Movement of people becomes easier, transportation becomes an international idea, and individual national autonomies become less clear cut. Already, Rotterdam is Europe’s most active port, but would not be so with out the support of Europe. Though a significant percentage of land has been given over to agricultural production, the Dutch AgroEconomy finds itself lacking in the global market. Europe as a whole is in a state of programmatic transition. Depending on how the future manifests itself, NL CITY will become a very specialized region. Possibilities include becoming a knowledge center (the University City of Europe), a wetland paradise where the interior is devoid of people and agricultural products are developed on mass scale, or it could become north mainland Europe’s megacity of 30 million inhabitants.

NL CITY simplifies the current conditions of the Netherlands, making planning issues much more transparent. As these new and existing problems become apparent, they can more easily be addressed by considering NL CITY as a single whole. A wonderful example of a minimalist approach to planning that wields an uncountable number of possible outcomes.

km3

One of the main agendas of MVRDV is to promote urbanism that works in three dimensions. Throughout their built and theoretical projects an underlying current of three dimensionality expresses itself in various design solutions. KM3 takes this idea to a new level. In the Information Age, an architect is no longer simply a provider of shelter, of a single building operating individually. But as a organizer, analyst and innovator of urban organisms. KM3 addresses the pressing issue of globalization. Not in a negative or apathetic light, as so many contemporaries of MVRDV, but in a positive and optimistic way. KM3 is an exploration into new city forms (in the way of mega-densities, and 3D cities) and future global programmatic issues, and the supporting data and emergent possibilities that coincide with these two subjects. It is a rationalistic approach that rethinks and simplifies globalization by guiding and promoting (rather than restricting) emergent elements of human populations and developments.

Just as the radical groups of the 01960s attempted to rethink culture and society, so does MVRDV and their allies in design. KM3 is a study that hopes to provide possible solutions. Dealing with problems such as the 2D skin that is slowly enveloping our planet, and providing solutions for swallowing this matter in a 3D skin. It also looks into the productivity of the city and region, which will become incredibly important as Earth’s resources become further stretched by future populations. This new 3D city operating as a collective member of a global programmatic arrangement allows for density without the congestion of the 2D pre-Information Age city. It can have a positive effect on local growth in that there is increased productivity and efficiency (at both the local and global scale). Out of this re-organization springs new architectural possibilities, and new urban conditions that promote social interaction and diversification of programs.

The most important aspect of KM3 and MVRDV is optimism. The idea that, though the future is wrought with problems as diverse as collapsing economies or a severe change of climate globally, for every problem there is a solution. Past and present pessimism have resulted and contributed to many of the problems our planet and species face today and in the future. Pessimism, protectionism, and over-individuality leads to a stagnant society that will surely be overcome by the problems that they create. Large scale problems call for large scale solutions. The time of thinking small is over. The World of Architecture can no longer be reactionary (or a device of negative feedback). It is only through optimism that we will overcome the difficulties ahead of us (become a device of positive feedback).

All situations are survivable by this species. [6.3_506_Yona Friedman]



current project_easterwood_skin and bones

March 13, 02009
Gabriel Esquivel Studio_305/406_Spring 2009
Texas A&M University College of Architecture

Easterwood Airport Continental Wing/College Station, Texas/Digital Model_Skin and Bones

concept/The newly added space is housed in two new boxes projecting off the side of the existing airport. These boxes are simply conceptual programmatic elements which are enclosed by a system of skin and bones. This new system acts as a sheath for the new elements of the building and firmly attaches itself to the existing structure like an overgrown root on a ruin. Once the program has evolved into its final form, the skin and bones will wrap around it tightly and latch onto the existing building for structural support. The skin and bones system responds to whatever it encases. When on the new structure it is wrapped tightly, accenting the clean form. On the existing structure, however, the skin and bones react harshly to the form, they twist and expand as necessary.

skin/Skin is porous, skin is impermeable. In some places it is entirely opaque, in other places it may be translucent. The airport can be easily summed up, new and existing. New will be completely wrapped in skin and bones, while the existing will be partially covered in the new skin system in order to achieve a continuity of aesthetics and design.

The main element in this project’s skin is glass. Quadrangular subdivision in the initial form of a diamond will be used to facet the surface of the skin. Once subdivided by the diamonds, the skin will now have a organization to it that allows it to react to the various activities of the interior space it encloses. For example, in the waiting area, more of the diamond panels will be fully translucent glass, or yellow tinted glass (for atmospheric effect). In areas where daylighting is not needed or uneconomical, an opaque panel can be substituted. A pattern will emerge that creates the facade of the new structure.

rib/A rib is a bone. A bone is structural by its very nature. Thus, they serve as the support for the glass skin. The ribs will be constructed out of short sectioned steel pieces (for economy) and clad in a light weight aluminum.

materiality/All materials subject to change at any time.


current project_easterwood_analog model two

February 23, 02009

Gabriel Esquivel Studio_305/406_Spring 2009
Texas A&M University College of Architecture

Easterwood Airport Continental Wing/College Station, Texas/Analog Model_Plastic Turbulence

introduction/My current research, in preparation to design an extension to the Easterwood Airport (purely academic study), involves looking at non architectural materials and making architectural observations. At the persistence of Gabe (studio professor), we each chose a physical material-anything but paper-to study what the effects of movement or possibly turbulence has on the subject. As can be seen above, I chose plastic in the form of commercially marketed water bottles.

editing/With this video I tried to capture a sense of movement through the editing, quick scenes, and stop motion animation.

continuity/This experiment will be continued and elaborated upon over the next two weeks. New experiements on the plastic bottles are in development and a more consise algorithm that will guide the final form will be reached.


current project_easterwood_analog model one

February 10, 02009
Gabriel Esquivel Studio_305/406_Spring 2009
Texas A&M University College of Architecture

Easterwood Airport Continental Wing/College Station, Texas/Analog Model_Plastic Turbulence

introduction/My current research, in preparation to design an extension to the Easterwood Airport (purely academic study), involves looking at non architectural materials and making architectural observations. At the persistence of Gabe (studio professor), we each chose a physical material-anything but paper-to study what the effects of movement or possibly turbulence has on the subject. As can be seen above, I chose plastic in the form of commercially marketed water bottles.

material/What do plastic water bottles have to do with aviation architecture? or even architecture at large? Nothing. If I were to ask what airports, water bottles, and cell phones have in common, we might get closer to seeing a link. Airports, plastic water bottles, cell phones, and light bulbs will get us even closer.

Everyday items. Monotony. Each of these items are common products of our modern ‘first-world’ society. Each are incredibly complex in the science that invents them, in the production process that manufactures them, in the ideas that are expressed through them. However, to the average modern human, each of these items have become no more significant than a pencil; they are simply a tool, a product of the modern world.

experiment/Two plastic bottles have been selected for this study. The bottles are of different brands, different heights, widths, striation patterns, striation widths, and are made up of different kinds of plastic. Tops and bottoms of the bottles (horizontal structural points) were removed. Each bottle was twisted one full turn of the wrist to reveal a crinkly, spinning tube of plastic. In order to better understand the movement, the control group was left unmarked, the striation group’s striations were filled in, and a third group received a standardized grid of dots following a 4cm by 8cm pattern. The results can be seen above.

continuity/This experiment will be continued and elaborated upon over the next two weeks. At the end of next week, the final analog models and studies, will serve as the launching pad for digital models and architectural design of the airport’s new terminal. Results will be posted.


current project_easterwood_site visit

February 9, 02009
Gabriel Esquivel Studio_305/406_Spring 2009
Texas A&M University College of Architecture

Easterwood Airport Continental Wing/College Station, Texas.

intro/On January 30th, our studio was lucky enough to get a guided tour of Easterwood Aiport by the airport director himself, John Happ. The airport makes very little distinction between front of house functions and back of the house functions. The recently installed advertising and flat screen televisions were haphazardly thrown onto various blank walls without any regard to aesthetics or design. Retail and service industry spaces are bland and disconnected from the rest of the architecture, just as in most commercial airports.

image gallery/The second image on the first row shows the check-in area for all commercial flights with Taeg Nishimoto’s ‘Free Flight’ art installation hanging above the waiting area. Images of the existing structure, both inside and out, as well as the existing control tower are shown.


current project_easterwood_research

January 30, 02009
Gabriel Esquivel Studio_305/406_Spring 2009
Texas A&M University College of Architecture

Easterwood Airport Continental Wing/ College Station, Texas.

intro/Studio project to design a new terminal for Continental Airlines (from here on out regarded as the Continental Wing). Being a purely academic study, the program for this addition is incredibly loose and undefined, giving us as designers more room to roam and explore various aspects of the pre-flight process. The theme for this project is turbulence.

research/As a studio, we broke up research by subject. My specific research topic is flight paths. I also bounced around a little and did some looking into turbulence, migration of birds/butterflys, and retail in airports. In regards to the image gallery above, the first row is graphic art from Aaron Koblin (Media Arts, UCLA) showing the flight paths to and from US airports. The second row is arival/departure flight paths at the Portland, Oregon airport. Notice how the jet (comercial) flight paths have a much more streamlined effect, while the non-jet (independent) flight paths are much more chaotic, but still a pattern emerges. The third row looks at turbulence, in regards to both real world physics and controled labratory simulation.

I will be looking further into flight patterns and turbulence in the near future. Also, Gabriel gave us another topic to look into for the weekend: movement. Movement in architecture, sculpture, paint, film, ect.

early objectives/As a studio, we discussed certain ideas to promote with this design. First, you must look at airports in the present era. Security. A passenger should arrive at the airport three hours in advance of a international flight to undergo security and bag checking procedures. Modern flying is more about long lines and waiting than the actual flight itself. The airport has more of an affect on the passenger than the actual flying does. After finally getting bags properly taken care of (hopefully), through various security checks and identification checks, a passenger is forced to wait in a shopping mall-like environment complete with drab retail, food courts, long bland walkways, and uncomfortable chairs. The whole environment is uncofortable. With so many things out of the architects hands (such as security, bag handling, ect.) it seems that designing a possitive, live-able environment should be our number one priority. Giving the airport back to flight. Allowing the passenger waiting on a plane the chance to have the same feeling of excitement and anticipation that early airplane travellors once felt. Remember that first time you flew? Of course you do, it was a memorable experience, something that humans have for centuries dreamed about. So why then do we design airports (an import part in the process of mass flying) with such a lack of excitement?


identification

January 27, 02009

ryan m. withrow_architecture/other

This is the digital portfolio of Ryan M. Withrow.

I am currently a graduating senior at the Texas A&M University College of Architecture. I am studying Environmental Design with a minor in Art and Architectural History. I am pursuing entry to graduate school for a professional degree in architecture.

My interest lies mostly in design, seeing the process as an algorithm of input values that ultimately guide the project to the final product. I also find myself interested in projects that require a critical analysis of the way a user moves through and interacts with the spaces or pages or whatever the media happens to be. As far as architecturally specific interests go, I am drawn to working with existing and/or historical buildings, and have worked with multiple building typologies including work spaces, living spaces, sport, aviation, retail, and even infrastructure/transportation.

I have also studied history and theory (with an architectural emphasis, of course) and am specifically interested in modern history in regard to science and technology and their effects on culture, art, and architecture.

email_ryan.m.withrow@gmail.com