Architecture & Urban Design Portfolio I

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PARIY A MOH A MMA D I TA B AR SCI-Arc M.S. Design of Cities Architecture & Urban Design Portfolio 2016-2018


FORWORD. This portfolio contains links to external videos produced by the author. The external links are identified by icon throughout the portfolio. ÂŽ2018 All rights reserved. No part of the content may be reproduced in any form without the permission of copyright owner.

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TABLE OF CONTENTS FALL2017

05 BLOCK OF HABITATS SCI-ARC | USA SPRING2018

17 LINEARIZED CALIFORNIA

SUMMER2016

41 CHETHONIC MONUMENT SAC | GERMANY SPRING2016

43 WEXNER ASSEMBLAGES

SCI-ARC | USA

SAC | GERMANY

SPRING2017

SPRING2018

25 CITY AS A MOUNTAIN

45 IRRIGATION SPRAY MECH

SAC | GERMANY

SCI-ARC | USA

SUMMER2018

FALL2017

33 CEIT URBANISM SCI-ARC | USA SUMMER2018

37 BALLOON FLIES SCI-ARC | USA

47 DOMINO DOHENY DR SCI-ARC | USA FALL2015

49 SCALAR TRANSFORMATION SAC | GERMANY




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LOCK OF HABITATS Masterplan in The Age of Hyper Objects

FALL2018 SCI-ARC |

|

INSTRUCTOR:

Peter

Trummer

+

Sven

Winkler

Team: Pariya Mohammaditabar + Lamice Halaby

Block of Habitats is a new generic masterplan in the age of hyperobjects. It is based on the hypothesis that all current master plans are formal hybrids of historical archetypes whose original contents are no longer relevant in present-day. Block of Habitats reverses this formula in crossbreeding the inherent contents of such historical buildings while losing the signifiers of their forms. BIG’s King West Street project is taken as case study which is derived from Dutch structuralist precedents; Aldo Van Eyck’s Orphanage House, Piet Blom’s Cube Houses and Hans Kollhoff’s KNSM Eiland Block. Block of Habitats is the amalgam of contents rooted in aforementioned precedents.

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The result of such synthesis is an uncanny mega block comprised of stacked layers of mat buildings each containing disengaged communities of habitats. Orphanage House inspired the idea of mat building which promotes self-organized and autonomous communities. Cube Houses with elevated core accesses resemble tree housings with modular voxels implying the equality of parts and therefore individuals. KNSM represents the typology of 20th century urban block from socialist city that implies an organization of metropolis consist of different classes. BoH’s strange realism is the outcome of the fusion of paradoxical contents whose formal signifiers have been dissolved into a new whole over society.


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AMSTERDAM ORPHANAGE By Aldo Van Eyck, 1960

ROTTERDAM CUBE HOUSES By Piet Blom, 1982

AMSTERDAM KNSM BLOCK By Hans Kollhoff, 1994


Above. Physical Model on Manhattan site.

Above. Prototypes of habitat communities.


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Above. Top view of Hudson Yards Masterplan and the representation of Manhattan grid.

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Above. Axonometric view of Hudson Yards masterplan proposal.


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L

INEARIZED CALIFORNIA The Future of American Infrastructure

INSTRUCTOR: Mark Foster Gage + Melissa Shin + Ryan Wilson SPRING2018 | Team: Pariya Mohammaditabar + Jakob Sieder-Semlitsch

The linearized California project connects the metropoles Los Angeles and Las Vegas in a straight line. Over-densification has been a major concern for urban planning and city design projects over the last century. The produced urban sprawl within the U.S. West Coast has become a global phenomenon, known as “culture of congestion�, an everlasting challenge for architects. The Los Angeles population rose about one hundred thousand inhabitants in 1900 to four million in 2016. Similarly, Las Vegas has faced an enormous rise in population. We speculate that over the next 60 years, these cities will extend into a continuous urban sprawl of an unprecedented proportion. Besides an aggravating housing crisis, infrastructural short-comings and full eradication of natural land will be inevitable consequences.

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Above. Desert Chunk connecting LA and LV.

Aquifers in the coastal basin and the central valley are shrinking due to over drafting and continuing drought, affecting rural owners dramatically which will result in a statewide water shortage. The proposed scenario superimposes a new city, abandoning the existing, opposing current trends to restore the traditional city. This intends to eradicate the urban sprawl in what opposes the urban transect by keeping only the center, which will be extruded to both cities. It is bound by a unified underlining infrastructural core, offering mass transportation and sequestrated water from the Pacific while freeing up the surrounding land to be used for agriculture. In terms of aesthetics, the proposal exhibits a stylistic gradient of both cities, retaining their inherent cultural identity while accelerating these typologies to their extreme.


Bottom. Los Angeles Chunk.

Above. Las Vegas Chunk of the Linearized California.

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Landscape Morphology of Linearized California.

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LOS ANGELES

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Above. Top view diagram of Linearized California.

DES


SERT

LAS VEGAS

Bottom. Three categories of archetypes.

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C

ITY AS A MOUNTAIN

The Death

of

INSTRUCTOR: Peter Trummer

The Author

+ Johan Bettom + David Ruy

The project speculates the possibility of condensing a large urban development (a science museum) into a singular built form. It is a practice of getting inspiration from canonical buildings and their architects’ insights while avoiding naïve plagiarism of intellectual properties. It builds up upon Roland Barthes’ notion that unity and originality of a work lies not in its origin but in its destination. The Mountain as A City is a new reading of Zaha Hadid’ Peak Leisure Club inspirations in order to reborn a whole new project. The aim is to be able to see the reminiscence of the original author while there must not be any apparent signifier of it. Essentially, the building consists of three hierarchies. The Mass, ornamental surface articulations and Materiality.

The mass compromise of a pyramid and a stack of horizontal towers with two levels of abstractions, one that is purely abstract and “non-objective”, the other that is the abstract of the real. The pyramid core is envisioned metaphorically as a medium for the transformation of science. It operates as a prism inviting at one side, the horizontal towers as interior space, and use their same solid mass to cut-out voids for exterior space at the other side of the pyramid. This also reverses mass/void relationship in the archaic pyramids. The surface ornaments are taken from middle eastern endorsement of geometrical patterns found in both calligraphy and Persian carpets. The materiality part of project is intended to mesh with context, of what would resemble mountain-like tectonics.





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Above. Top view showing the building’s skewed configuration.


Above. Sectional cut with reliefs of Persian carpet motifs.

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Left. Category of horizontal towers.


Right. 3D printed model in sandstone.

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C

EIT URBANISM The Evolution of Reit Urbanism

INSTRUCTOR: Matthew Soules + Masha Hupalo + Sven Winkler

CEIT Urbanism illustrates an alternative urban ecology driven by Real Estate Investment Trusts by inserting cultural programs into their realm. Today’s urbanism is largely determined by the specificities of global investment strategies and their underlying financial agenda. Changing the rule-sets practiced by business models will produce different modes of urbanism. REIT, as a highly dominant type of investment vehicle, has configured a vast portion of American cities. While REITs have been proven an economically successful model, their resultant urbanism has shown undesirable conditions. Being structured first and for most as financial instruments, the viability for producing culturally and socially enriching functions necessary in city is compromised to guarantee maximized profitability. Their hyper specialization in monofunctions, the genericism and replication of vulgar forms and aversion to innovation

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have reduced the city components to dull enclosures for monetary investment. REITs’ primal archetypes include office complexes along with repugnant replication of logistic warehouses in close proximity to residential apartments to power centers and grocery anchored neighborhood centers that sit dead as big box stores that are not transit-oriented, scattered in low density fashion. CEIT projects a utopian urbanism with the premise of REITs investing in cultural archetypes in juxtaposition to their former products. Therapeutic Hubs, Gastronomy Halls, Leisure Clubs, Digital Detox and Public Art Plazas are the proposed programs in CEIT scenario. Each of these has an innovatively charged function prompting new and unexpected possibilities that promotes vital links between sociability, self-determination and pleasure within a prosperous and diversified city ecology.

Cultural Incubator

Gastronomy

Leisure Club

Digital Detox

Theraputic Bath

Public Art Plaza

With its tall exposed ceilings revealing its internal creative acitivity with no barriers both to the inside and outside invites the civilians to engage with each other work.

an opulent restaurant with its peculiar experience of food rituals. Its iconic shape resembles its specific brand. It’s a place for cherishing and enjoying cult of food.

offers varied modes of workout alongside its cantilever pools intruding out and its velodrome on the rooftop brings the panoroma of the city to the view of pelastrato.

an isolated monolith with no openings to outside ensuring complete detachment from all that is outside and pertaining peace alongside of its meditation program.

is a bath house with remidial programs. an indoor place where people are facing to each other experiencing a theatrical ambient of socializing and healing.

A knot for the city that works as a public square while exhibiting the works of art of known and unknown artists. It is an outdoor place for social interactions and gatherings.

Neighborhood Center

Office Complex

Residential

Data Center

Logistic Warehouse

Power Center


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B

ALLOON FLIES I mm e r s i v e V i s u a l s

SUMMER2018 | SCI-ARC |

INSTRUCTOR:

Rachael

McCall

Balloon Flies are series of immersed figures created through combining tools and techniques in three digital mediums; ZBrush, Oculus Medium (VR) and After Effects. The search for integrating and finding relevance for virtual reality in contemporary architecture practice is underway and evolving rapidly. This project investigates how VR can be used for architectural production and move beyond its status as mainly a representation and viewing tool. Currently, VR in architecture is predominantly used for walking through projects, spaces and seeing alternate realities. Instead, VR is used in this project as a tool for modeling and advancing image production with the possibility to physically move around the model similar to the way a traditional sculptor moves around its piece.

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The work is the result of oscillations between 2D and 3D worlds, the virtual, augmented and real. The final representation format of this project is a short animation of the curated figures in immersive spherical rendering and VR environments in AE with their specific narrative. Body-like attributes including ideas of posture, stance, movement, character and personality are also invoked by the word immersed. Modeled figures should not resemble human figures but instead be abstracted geometry, complex but coherent. Balloon flies are series of flies that live in an undiscovered ecosystem. These flies have three common features in their morphological system; A fatty mass of balloon, cosmetics and bandages that define and confine their topological structure.

Above. Snapshot of sculpting in VR using Oculus Medium.


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C

HTHONIC MONUMENT The Trojan

of

Knowledge

INSTRUCTOR: Johan Bettum + Damjan Jovanovic + Adil Bokhari

The project attempts to emphasize on the subject of object-hood in architecture. It is a four-story educational institute with four compact lecture halls. It can either be described as an extra small building or an extra-large sculpture. Its character-like typology is not considered as a “duck� due to its non-self-referential form.

Instead, it provokes a sense of public memory of monumentality by disguising its program in a figurative building like a Trojan horse. Its surface articulation is of a landscape-like morphology with varied level of detail throughout the mass. The coherence and continuity of the skin wraps the building parts into forming a singular whole.

Above. Four plan diagrams.

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Bottom. Axonometric view.


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EXNER ASSEMBLAGE Game Interfaces in Architecture

INSTRUCTOR: Johan Bettum + Damjan Jovanovic + Adil Bokhari

The Project involves assembling decomposed parts of Wexner Center in order to make new assemblages through a new design medium with a game interface. The focus of the project however is to using a new platform as a design tool with the purpose of bringing a loose and less determining approach to design for architectural image production. This is done using a game interface software developed in Unity by the tutors of the studio. While the traditional design mediums with their domineering

Cartesian space and their high precision already prescribe a determined approach to design, game interface software due to engaging interactivity and impulsions, forefronts new modes of authorship and subjectivity for designers and therefore more creative and unexpected design proposals. Thus, the project attempts to examine new possibilities for architectural design reproduction in an efficiency of time and providing as many divergent iterations for compositional design initiatives.

Above. Readymades of Wexner Center.

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Bottom. Snapshot of the game interface developed in Unity.


Above. Axonometric view of a sample assemblage.

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RRIGATION SPRAY MECH The Infrastrustural Machine

INSTRUCTOR: Mark Foster Gage + Melissa Shin + Zach Hoffman + Ryan Wilson FALL2018 | SCI-ARC | Team: Pariya Mohammaditabar + Ross Fernandes + Andrea Cadio Cadioli + Liwei Wang + Dylan Wiser

The project speculates forms of para-fictional machines to perform as an edifice mech. Infrastructural is the largest scale of human endeavors, but it almost exclusively services, or provides the apparatus for, mechanical and technological systems. Highways are not particularly useful without the cars and trucks that travel them, as train tracks are merely continental calligraphy without the trains themselves. The first “mechs” were found in the 1898 book by H.G. Wells “War of the Worlds,” described as walking metal tripod with three legs and an abdomen.

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Over the 20th century the concept of mechs (originally “mecha” in Japan) developed further, eventually becoming incredibly popular in the 1980’s with the release of the “BattleTech” series from FASA that ignited a new subculture and design genre dedicated to large scale futuristic industrial machines. While our everyday present has robots and drones, we will be using the term “mech” for our machine design proposal precisely to tap into the massive, futuristic, and industrial qualities within infrastructural speculations that the subcultural term implies.


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D

OMINO DOHENY DR HOUSE OF CARDS VISUALS

FALL2018

|

SCI-ARC

|

INSTRUCTOR:

Anna

Neimark

Team: Pariya Mohammaditabar + Yifan Zhang + Ji Qi + Brian Duenas

The visual study tries to first analyze the building (Doheny Dr.) photographed by Ed Ruscha and then to make derivative illustrations and a physical card board model out of it. The architectural documentation of the building Doheny Dr. is implemented in a deadpan manner, taking into account the proportions and abstracted relationships between faรงade components. Later on the faรงade is decomposed into series of planes illustrating the depth into three layers;

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the foreground, middleground and background. Each of these planes comprise of extra sublayers and in total the envisioned building is extracted into nine layers of faรงade. The panels form a domino type of cards. Later the project is developed into a game interface placing the cardboards arbitrarily, letting the player to form a domino of its parts and collapse the panels. The concept of the game is set by team partners and the game is developed in unity platform by Viviane Komati.

Above. Snapshot of the game interface developed in Unity.


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S

CALAR TRANSFORMATION Morphologial Visual Studies

INSTRUCTOR: Johan Bettum + Damjan Jovanovic + Adil Bokhari

The visual study involves a formal exploration of contemporary digital modes of production while speculating on the deformation and morphology of the platonic solids as geometric primitives. It speculates the coherence between an object’s mass, detail and texture. The project also seeks to highlight morphological and topological modulations using color and texture.

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3D iterations are made using advanced clay sculpting tools such as ZBrush. The objects employ reaction-diffusion patterns as surface modulations that are enhanced by chromatic highlights. These formal experiments render the sculptural objects with an animal like character, leading one to speculate its origin and relevance to architecture.


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