Education University of Colorado at Boulder College of Architecture and Planning Bachelors: Environmental Design (Dec. 2010) Major: Architecture Awards AIAS 2010 Best Digital Media Design: â€œRust of Nationsâ€? posters series. (See Portfolio.) Architecture of Excellence: Awarded during senior year of high school for outstanding performance and design. Graduation Exhibition: Studio 3 (Hostel) & Studio 4 (BIO BUiLDiNG) Technical Skills Highly Proficient in: Autodesk Revit, Autodesk Navisworks, Autodesk 3ds Max, Autodesk Maya, Autodesk CAD, Rinocerous 3D, Adobe Photoshop, Adobe Indesign, Adobe Illustrator, Adobe Premier, Adobe Audition 3, Google Sketchup, Word, Excel, Powerpoint, iWorks, iLife, iPhoto, iMovie, Logic Studio, Aperture, Garage Band, Pro Tools 8. Also, I have built my own desktop computer and have an in-depth knowledge of PC and Mac hardware and software. Leadership Played hockey at a competitive level for 15 years. Still playing recreationally. Selected Captain 5 times during the course of my competitive career. Played Varsity lacrosse all four years of high school. Selected Captain during Junior and Senior year.
Justin R. Graham
5753 S. Olathe St. Centennial, CO 80015 Justin.Graham@colorado.edu (303) 957-6439 http://justingrahamdesign.tumblr.com/ http://justingrahamphotography.tumblr.com/
Using newly-invented Bio SIPs (Structural Insulated Panels) in combination with other materials, I was assigned to design a solar-powered corporate headquarters and manufacturing facility for the Bio Board and Bio SIPs production line. Incorporated into the design: a space for the product designers, administration space containing offices for managerial persons and other various jobs and a large warehouse for the materials to make the Bio SIPs. It also includes a large space for the factory line to be laid out. When developing my design for the Bio Building, I first wanted to keep the loud ambient noise of the factory and train separate from the business and design areas of the building. Second, I wanted to keep t he building linear as to minimize lag between train unloading, material storage, production and delivery.
view from the southeast corner of the building. In the forground isthe two story design space
BiOBUiLDiNG Court Yard
1. Design Space First Floor 2. Office Space First Floor 3. Admin. Space/ Information Center 4. Material Storage/ Unloading 5. Production Line/ Loading 6. Design Space Second Floor 7. Office Space Second Floor 8. Admin. Space Second Floor 9. Storage Space 10. Designers Entrance 11. Office Workers Entrance 12. Main Courtyard 13. Factroy Workers Entracne 14. Train Entrance 15. Train Exit
Final Study Model First, the tunnel for the train exit is dug along with the construction of the exit tunnel. Laying the foundation for the buidling
The analog study models played a vital role in the development of my overall design of the building. I started by constructing numerous models out of white poster board. First, I scored the board, then I used a hot glue gun to fix the forms to a piece of foam core. When constructing the models I made a rule to not remove any material from the form.
Second, the exo-skeleton ribbing is constructed which will allow for a column free floorplan.
Diagramming Third, the exterior skin is placed on the exo-skeleton ribbing.
Finally, the glazing and PV is placed on the exterior of the structure.
Main Hall Lounge Area
When designing my hostel I wanted to capture the rich heritage of the indigenous people of Central America. I decided to create a hostel that was not only integrated into the site but seemed as though it has been there all along. I wanted to create a ruin with a modern twist, a sort of fractured ancient temple, an archeological dig site. With my theme figured out for my hostel I began with a series of sketches and ideas of what I thought a hostel should be; from integration into the site to open and airy large spaces for the occupants to congregate and interact. With the sketches drawn, working on the alignment of regulating lines within the volumes. I then moved on to a series of rough parti diagrams on trace, and continued to modify the overall connectivity and alignment of the volumes. From there I started to make a series of rough models to help work out the form and create spaces within the volumes. After many working models I arrived at a basic design, which I felt met all of the requirements for a successful form and integrated my overall fractured theme. When the hostel occupants arrive at the hostel, they will enter from the side of the hostel that seems to emerge from the hillside. Upon entering the space they travel down the hall, up the stairs and emerge into an open and airy room with high ceilings, floor to ceiling
glass, and a view of the vast ocean. This brings the occupant to a calm and blissful state. Then they can either check into the hostel or enter the bar/ restaurant to the left of the information desk. After check-in they travel back down the stairs, which they came up, and into another hall (tunnel) space. This tunnel compresses the occupant and pushes them farther down the hall. As they look down the hall they will catch another view of the ocean, which will capture their interest, pulling them further. Once they travel further down the open-air breezeway that connects the rooms to the public area, the smell of the ocean will intrigue their senses, pushing them even further into the space. This creates indoor-outdoor synthesis among their senses. My choice of location for the hostel is an attempt to keep the spaces as open as possible. I want to avoid boxing in the occupants or secluding them from the surrounding environments. By creating an environment within the building that synthesizes the indooroutdoor space, Iâ€™ve made it so the occupants will feel as though they are not just staying at a hostel but having a full sensory experience, along with a cultural experience with a modern twist.
view facing the information desk and resturant/ bar with the oicean in the background
11 13 12
1. Water Garden 2. Activity Patio
3. Zen Garden/ Amphitheater
4. Community Kitchen/ Living Room
5. Basement Luxury Rooms (high price) 6. Activity Patio
7. Game Room/ Pool Hall 8. Swimming area
9. Hostel Entrance from East 10. Main Corridor 11. Activity Patio 12. Main Axis to the Beach 13. Main Hall which separates the public and the private areas 15. Community Kitchen/ Living Room 16. Private Balcony 17. Luxury Sleeping Quarters (high price) 18. Bathrooms/ Locker area 19. Main Sleeping Area (low price) 20. Sleeping Area (for a big group) 21. Private Balcony 22. Reception Area/ Information Desk 23. Bar/ Restaurant/ Club
14. Zen Garden/ Amphitheater
1. Reception Area/ Information Desk 2. Bar/ Restaurant/ Club 3. Entrance Balcony 4. Main Corridor 5. Water Garden 6. Main Hall which separates the public and the private areas 7. Community Kitchen/ Living Room 8. Luxury Sleeping Quarters (high price) 9. Main Sleeping Area (low price) 10. Community Kitchen/ Living Room 11. Luxury Sleeping Quarters (high price) 12. Game Room/ Pool Hall 13. Bar/ Restaurant/ Club 14. Main Corridor 15. Activity Patio 16. Luxury Sleeping Quarters (high price) 17. Basement Luxury Sleeping Quarters (high price) 18. Main Sleeping Area (low price)
AIAS Digital Media Awarded Series. Rust of Nations.
Denver Art Museum.
D.A.M. Denver Art Museum Interior Detail
Sketches. Pencil. Paint. Ink. Charcol. Digital.
I started out at the University of Colorado as a Studio Art Major with an emphasis in Drawing, Photography and Painting. I then switched to architecture my sophomore year. Having the artistic background has helped me to excel in the architecture field. Thanks to my fine arts abilities I can visualize objects in a 3D space in my mind, which is extremely useful when designing architecture.
Justin R. Graham 5753 S. Olathe St. Centennial, CO 80015 Justin.Graham@colorado.edu (303) 957-6439
Published on Jan 20, 2011