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Philadelphia University Architecture Thesis Fall 2010
Malleable ArchitectureExploring a user adaptable architecture
Mark Anthony “Tony” Gushanas Jr.
Malleable ArchitectureExploring a user adaptable architecture
-Mark A. “Tony” Gushanas Jr.
Architectural thesis presented to theFaculty of the Department of Architecture
at Philadelphia University
In partial fulfillment of the requirements for the degree ofBachelor of Architecture
Thesis Research FacultyThesis Studio Instructor
Susan I. Frostén
Academic AdvisorArmando Plata
Professional Advisor
Philadelphia UniversityMay 2011
Architecture has always been dependant on its evolutionary changes to
stay relevant in a world that is forever changing. As the world speeds
up and moves closer toward instant user-centered communication
and transportation we would expect the built world to follow. However,
according to the U.S. Census Bureau every year the time it takes to
erect buildings increases and noticeably user-centered building design
remains a luxury. Slow architecture risks irrelevance and in a world where
architects only design ten percent of buildings, there is no room for less
work. This thesis document explores the current state of architecture
and examines how to create an attainable architecture that does more. It
focuses on reviving informal user innovation and adaptation of the build
environment which has become lost within the formal framework of our
western values. It also sets the foundation research on how and why to
use manufacturing methods to create simple, redundant, attainable, and
flexible building components that enable users to intuitively understand
and adapt them to their needs and preferences.
- Topic Paper
- Investigative Methods
- Site and Context Study
- Program Study
- Objectives
- Appendix
- Bibliography
table of contents
6 Malleable Architecture: Exploring a user adaptable architecture
-
Architecture has always been
dependant on its evolutionary changes
to stay relevant in a world that is forever
changing. As the world speeds up and
moves closer toward instant user-centered
communication and transportation we would
expect the built world to follow. However,
according to the U.S. Census Bureau every
year the time it takes to erect buildings
increases and noticeably user-centered
building design remains a luxury. Slow
architecture risks irrelevance and in a world
where architects only design ten percent of
buildings, there is no room for less work. This
thesis document explores the current state
of architecture and examines how to create
an attainable architecture that does more. It
focuses on reviving informal user innovation
and adaptation of the build environment
which has become lost within the formal
framework of our western values. It also sets
the foundation research on how and why to
use manufacturing methods to create simple,
redundant, attainable, and flexible building
components that enable users to intuitively
understand and adapt them to their needs
and preferences.
What a malleable architecture provides
By creating a malleable architecture
that the user can transform into several
different objects or positions architecture
begins to tell a story about the people who
use it. If the architecture can be made into
x, y, and z forms and the user keeps the x
shape during the week, the y shape during the
weekend, and the z shape for holidays, the
architecture grows from a spatial experience
to an object that can now also speak of time
(fig. 1.1).
Malleable architecture allows for a real-time
vernacular language to occur that has the
figure 1.1
7
Mark Anthony “Tony” Gushanas Jr.
ability to chart the behaviors, preferences,
and needs of a user solely from exterior form.
Although this is a contrast to the current state
of “vernacular” in the United States (which is
dictated rather than informed) it is something
that users, builders, realtors, and the general
public could all benefit from. While there is
nothing inherently wrong repeating something
over and over, throughout the architecture
community “cookie cutter” homes have been
scrutinized for their lack of relation to the
environment and poor construction methods.
Realtors and builders, who are looking to get
the most of their money, are clearly selling
a product. If the product they sell is poor
but there is still a market to buy it, is the
responsibility for the products negligence on
the shoulders of the builder and realtor or the
owner? The answer to this question is similar
to the answer of which came first the chicken
or the egg and is frankly irrelevant. What is
important, however, is that by creating an
architecture of pieces, the realtor and builder
make the most of their investment by being
able to utilize the manufacturing processes of
a limited number of components that are easy
to assemble, and the user is able to form their
home to suit their conditions. By introducing a
user-adaptable building system, architecture
has the ability to react to its site and culture
through the lens of its occupants who are
most aware of its current conditions.
As previously stated, architecture is
a traditionally slow art. It takes privately-
owned residential buildings on average
nine months to be constructed from start
to finish1. If nature has figured out how to
create something as complex as human
life in the same amount of time, then there
are definitely efficiency improvements to be
made. That is not to say that the methods in
which we construct need to be completely
rethought. There is an evolutionary process
the construction method needs to go through
and even still, evolution is not necessarily
the only solution. After all, Apple did not get
1 U.S. Census Bureau. “Average Length of Time from Start
to Completion of New Privately Owned Residential Buildings” http://
www.census.gov/const/avg_starttocomp.pdf
8 Malleable Architecture: Exploring a user adaptable architecture
to the iphone right from Morse Code and it
should not be expected of the entire field of
architecture to make such unprecedented
leaps either. There is also both historic
and nostalgic value in creating architecture
using traditional methods that should not
be dismissed. However, it is not realistic to
expect every building to exist with the same
timelessness as the Parthenon or Pantheon.
Yet, a more efficient building practice that
allows better quality faster is (and has always
been) in demand.
The primary way in which malleable
architect seeks to promote a new efficient
building practice is through user-design-
designer collaboration. Howard Rheingold’s
2005 TED talk speaks specifically of the
collaborative environments that capitalistic
economies nourish. He gives a collection
of examples from companies like Amazon,
Toyota, and Sony to create collaborative
environments that transcend the players out
of the prisoner’s dilemma2. From a collection
2 TED. “Howard Rheingold on collaboration” http://www.ted.
com/talks/howard_rheingold_on_collaboration.html
thirty-two ultimatum game studies from
around the world, members of capitalistic
societies are beginning to have more equal
distributions of wealth3 in a game where it
would seem advantageous for the player
accepting the deal to accept anything over
nothing4. The value placed on collaborative
efforts has allowed websites like Google,
Youtube, Facebook, and Wikipedia to emerge
as major economic and/or social influences
in a relatively short time. Architecture
has yet to make such huge strides toward
collaboration as have been achieved by
the aforementioned companies partially
because architecture is a service. That is,
architects traditionally design and manage
the execution of a building. The profession
has moved away from its vernacular (user as
architect)5 and renaissance (master builder)6
roots. Along with that it has started to lose its
3 Hessel Oosterbeek, Randolph Sloof, Gijs van de Kuilen.
“Cultural differences in ultimatum game experiments: Evidence from a
meta-analysis” p.21
4 Game Theory 101: The Ultimatum Game. http://www.
youtube.com/watch?v=xpkxLKV_3d0
5 “Architecture Without Architects”
6 “Refabricating Architecture”
9
Mark Anthony “Tony” Gushanas Jr.
attainability and has become something of a
luxury. The profession has started to attempt
collaborations through charettes, design-
build, and Building Information Management
(BIM) but charettes still create separation
between building partners, design-build still
creates a separation with user, and BIM allows
merely allows us to make more changes later
without severe consequences. For the most
part, architecture has become too complex of
a creature for any one expert to execute. This
complexity can be trimmed down to create
a new way of constructing that is simple but
yet dynamic that facilitates real interaction
between user, builder, and architect through
the physical design.
“Most of the fundamental ideas of sci-
ence are essentially simple, and may, as a
rule, be expressed in a language comprehen-
sible to everyone.” –Albert Einstein
A simple modular system that allows
for change to occur in a rudimentary way, the
user has the ability to understand the place in
which they live again. If we understand how
two Lego pieces fit together, we understand
how all of them fit together. This not only
allows the user to maintain their architecture
in an effective way but it also empowers them
to innovate. In the same way with Lego’s,
when you buy a box of Lego’s it comes with
a few axonometric drawings directing how
to make whatever is on the box. You can
make the prescribed object, make your
own design, or both. The simple modular
system allows for more unintended things to
happen than it was designed for. Malleable
architecture works in the same way. The
designer sets up constraints to allow for a
set of variables to occur, but because the
user has a fundamental understanding of the
capabilities of the system more can happen
now as well. This system of architecture treats
the user as an intellectual and recognizes that
there is creative potential in everyone that
simply needs to be tapped into. Through the
user making design decisions they become
10 Malleable Architecture: Exploring a user adaptable architecture
more aware of the benefits that transcend
aesthetics in well designed objects. From this
new awareness, design becomes something
that is perceived less as a luxury and more as
a necessity.
Manufacturing methods have a
negative connotation associated with them
from the horror stories that flood the industrial
revolution sections of history books, but as
William McDonough points out in Cradle to
Cradle, when the product being manufactured
is carefully considered in its how it is initially
designed and how it will be used after its initial
use has expired, it can actually be beneficial.
The cradle to cradle idea can be more than
about creating objects that can be melted
down, reformed, and used again. If an object
is designed with more than one use in mind
for a single life, it can skip energy taxing
methods needed for recycling. Additionally,
manufactured products can be designed to
make hyper-efficient use materials they come
from. Construction and demolition account
for 135.5 million tons of waste every year
in the United States, more than any other
source7. This staggering number is being
addressed on site through the conscious
efforts of builders and architects but also
through manufacturing methods. Structural
Insulated Panels (SIPs), which are custom
manufactured, are becoming more frequent
in wall, floor, and roof construction8. This is
because manufacturing processes make the
most of materials because familiarity and the
economic payoff for being efficient. Simply
put, buying precut sheets of wood or gypsum
board that then needs to be further cut on site
to custom shapes is bound to create waste.
With a rapidly increasing human population
projected to be at 8.9 billion people in 2050,
landfills are underutilized spaces9.
It’s no secret that humans were once
transient hunter-gatherers that over time
7 Linda Monroe. “Diverting Construction Waste” http://www.
buildings.com/ArticleDetails/tabid/3321/ArticleID/5758/Default.aspx
8 Amity Hook-Sopko. “Structural Insulated Panels Leading
the Way in Green Building Products” http://www.improveyourhomean-
dgarden.com/structural-insulated-panels-sip-lead-the-way-in-green-
building-products
9 United Nations. “World Population to 2300” http://www.
un.org/esa/population/publications/longrange2/WorldPop2300final.
11
Mark Anthony “Tony” Gushanas Jr.
settled and adapted to the climates in which
they resided. Adaptation is a part of all
life and ingrained in everything. Malleable
architecture recognizes that change is
inevitable and embraces it through a system
that not only allows for it to happen but
encourages and depends on it. Where
evolution and adaptation stop, extinction
starts.
Exploring the avenues
One way to address the inefficiency in
the way we build is to use the same methods
nature uses. After all, the place from which
all things have origin are bound to have a
few answers. An embryo is cared for and
nourished by the mother and it changes and
grows over time because of that nourishment.
It is not purely an additive or subtractive
method to creation, it is adaptive. The way
we typically design buildings are either by
additive or subtractive means. We add
solid walls, we subtract holes for windows
and doors, and then we insert predesigned
windows and doors into the punch outs. Why
not cut right to the chase and design the wall
to become a window or door?(fig. 1.2)
According to Lynn Margulis in her
book Symbiotic Planet, “The tendency of
‘independent’ life is to bind together and
reemerge in a new wholeness at a higher
larger level of organization.”10 While Margulis
is referring to life on a microscopic level there
is no reason to conclude that the life we are all
made of functions terribly different at a larger
scale. If at a microscopic scale life is inclined
to adapt (either forcefully or by choice) we
too, at some level should be inclined towards
collaborative adaptive efforts. The trends
10 Lynn Margulis. “Symbiotic Planet”
figure 1.2
12 Malleable Architecture: Exploring a user adaptable architecture
that guide nature’s adaptation at a micro level
should inform the trends at the macro scale.
Intuitive understanding of how the
design facilitates collaboration between
user and designer is determined by the
interface of the selected medium. The
type of material and the form it takes create
a general psychological effect that can
only be determined through testing. The
psychological effect of material and form can
either encourage or discourage interaction
and thus is an important part of the design
process. Additionally, the size and weight of
a material determine how manageable it is
for a single user to adapt. Not to mention the
value of effectiveness for the joint or material
to allow movement.
The reality of responsive design
Possibly one of the simplest and
prevalent ideas of an adaptable object in
21st century technology is that of the pixel. It
is easy to take the pixel for granted but it is
not long ago that monitors were composed
of only two colors where each pixel was
clearly visible. As time marched on, pixels
gained the ability to take on different colors
and the resolution of monitors got bigger
(and the pixels smaller). On a contemporary
computer it is pretty hard to distinguish where
the individual pixels are, but they are there.
Figure 1.3 shows how the Mona Lisa looks
with different pixel and color counts. The
first figure, where Mona Lisa is in black and
white and barely recognizable, is akin to
SHoP’s Dunescape pavilion for the 2000 P.S.1
competition. The individual parts are static
and inform a larger picture but each part is
clearly visible. While Dunescape is a beautiful
display of the possibilities of a malleable
architecture, it is only a start. Adding
movement to equation creates an additional
layer of complexity that lacks precedents at
~6,000 pixels in black and white ~6,000 pixels in 4 colors ~6,000 pixels in 50 colors ~6,000 pixels in unlimited color ~12,000 pixels in unlimited color
figure 1.3
13
Mark Anthony “Tony” Gushanas Jr.
a human scale. The final result of this thesis
project is projected to allow movement and
exist in the same visual realm as Mona Lisa
~6,000 pixels in fifty colors.
As a way to explore adaptability and
sustainability through extrusion methods
common in manufacturing processes, a set of
chairs were constructed (fig. 1.4). Each of the
chairs were evaluated on their adaptability,
buildability, number of cuts for the laser cutter,
quality of design, amount of joints, amount of
parts, and percentage of waste. Although the
specific designs fall significantly short of user
malleable design, the criteria used to evaluate
them is helpful in determining its success.
The combination of the pixel and chair
studies led to three conclusions about the
relationships between part diversity, user
intuition, and part quantity. As diversity
increases, intuition decreases, and possibility
increased. As quantity increases, intuition
is unaffected, and possibility increases (fig.
1.5). Balancing between these conclusions
is an important part in creating successful
malleable design.
While this thesis aims toward creating
an attainable architecture that can be adapted
by the user, the research toward malleable
objects that function on their own is a reality.
Shape-memory polymers that change their
form to temperature or electric charge, known
as programming, are in development, and
have applications in virtually every field11. In
architecture, the projected applications range
from piping to sun shades. Perhaps less
11 http://biomed.tamu.edu/biomaterials/bmen482/1_Shape_
Memory_Polymers.pdf
figure 1.4
figure 1.5
14 Malleable Architecture: Exploring a user adaptable architecture
near in the future is programmable matter.
Programmable matter is the creation of a
digital material that can receive information
and transform based on that information.
Programmable matter would have many
exciting applications, like paintable displays,
shape-changing robots and tools, rapid
prototyping, and sculpture-based interfaces,
and most notably adaptable architecture12.
Yet even though the applications for shape-
memory polymers and programmable matter
are seemingly limitless, they are still in the
research phases or expensive. There are
much simpler and cost effective ways to
create a more efficient model of architecture.
Conclusion
The goal of this thesis is not to create a
new way of constructing that aims to replace
current practices but instead promotes a new
way that acknowledges the inclination of life
to change. This new system of building is
12 http://www.mit.edu/people/ara/thesis08.pdf
meant to facilitate a dialog between designer
and user by using the design as a medium for
communication. Furthermore, by including the
user as an active participant in the design pro-
cess, their perception of design has the ability
to grow from something of luxury to something
of necessity. By targeting the middle and
lower classes as a user group malleable archi-
tecture has the capacity to elevate the general
quality of design.
15
Mark Anthony “Tony” Gushanas Jr.
figure 1.1
figure 1.2
figure 1.5
other figures are used later in this document
investigative methods
17
Mark Anthony “Tony” Gushanas Jr.
Survey
As a way to measure the general public’s willingness and desire to adapt their physical space a survey was conducted. The thirty-five persons who were polled were from a variety of professional backgrounds, at ages ranging from teens to elderly. From the data collected, three questions were selected that unveil some general perceptions of the public.
What five things do you value most when choosing a home? The key term here is value. This question was designed to mea-sure what kind of criteria a buyer uses when searching for a home. The most popular answers were for cost, quality, safety, and proximity to work. A successful architectural product must be inexpensive, of a high qual-ity, safe, and close to a variety of employ-ment.
Have you ever had issues in assembling home furniture? This question is meant to measure who effective visual that use limited or no written word are. 68% of the partici-pants said they had never had a problem constructing the furniture. Out of the 20% who claimed that there was an issue, three commented that parts were missing.
Are there things in your current residence that you wish you could change but don’t have the time/money/expertise for? Over-whelmingly 71.4% of participants said that yes, there are things they would like to change but simply cannot. This percentage is the jumping off point of malleable architec-ture. Users have problems and know how
18 Malleable Architecture: Exploring a user adaptable architecture
Survey
they want them to be fixed but do not understand how to fix them. This is where a malleable sys-tem has the ability to come into play by providing simplicity and understanding.
19
Mark Anthony “Tony” Gushanas Jr.
figure 1.4
site and context
21
Mark Anthony “Tony” Gushanas Jr.
Logan Cricle
fig. 2.4 shows the paths that
are projected from the divisions
in the circle
fig. 2.3 shows the hexagonal
shape that is created by
connecting the end points of
the pin wheel design
fig. 2.3 shows six rings that
radiate in and about the site
Logan’s Circle offers a unique design opportunity to design in a place that is central to the city of Philadelphia and thus has frequent visitors. Because of the variety in the surround context: the Free Public Library, Saint Peter and Paul’s, The Academy of Natural Sciences, The Franklin Institute, and Moore College of Art and Design, there is a wide variety of users for the square. This wide variety, serves as a suitable testing ground for the success of this thesis’ design.
Additionally, the square has a significant historic background
from originally being was known as Northwest Square. It was
one of the original five squares on William Penn’s 1682 plan for
Philadelphia. It was used both as a burial ground and for public
executions. The last person was hung here in 1823.
22 Malleable Architecture: Exploring a user adaptable architecture
fig. 2.5 shows photoshoped commentary on Logan circle’s
initial use as an execution and burial grounds
fig. 2.6 shows photoshoped commentary on Swann fountain’s use as a pool, and the cities attempts to
prohibit it
23
Mark Anthony “Tony” Gushanas Jr.
Project H.O.M.E.
Project HOME is a Philadelphia based organization that strives to get individuals off the streets and into homes one at a time. The efforts of this organization and malleable architecture were at the same level for a brief moment. The initial idea was to work directly with a person experiencing homelessness who might be reluctant to get off the streets. The goal was to educate them on ways to stay healthy, clean, and sheltered, but also to learn from them. While this idea is a realistic view of things, using Project H.O.M.E. as a partner in this endeavor was stopped short. Proj-ect H.O.M.E. had no intentions of enabling anyone to live on the streets regardless of the condition. Additionally, the realization that this thesis would turn into a debate about homelessness rather than a debate about the system was a deterrent.
24 Malleable Architecture: Exploring a user adaptable architecture
Yugoslavia, Afghanistan, Haiti
The number of internally displaced people from war and environ-mental disasters in the former lands of Yugoslavia, Afghanistan, and Haiti is staggering. These three regions have money pouring in from all over in order to house IDPs and help them get back to their normal lives. Yet, when considering any of these areas as a site for adaptable architecture, it became clear that an intense un-derstanding of site and culture was important and was not some-thing that could be learned simply through videos, photographs, and readings. While the need for instant architecture is pressing in these locations, it was deemed best to study the designed sys-tem in a local context where it could be tried and tested.
program studies
26 Malleable Architecture: Exploring a user adaptable architecture
DunescapeShop Architects
Type. PavllionLocation. Long Island City, NYPhase. Completed June 2000Client. The Museum of Modern Art, P.S.1 Contemporary Art CenterArea. 12,000 sf
Dunescape was SHoP architects’ winning design entry for the 2000
P.S.1 design competition conducted by the MoMA in New York.
The entry transforms five objects commonly found in a beach set-
ting, umbrellas, cabanas, beach chairs, boogie boards, and the
surf to inspire their urban dunescape.1 It offers ways to cool off,
relax, and take a break from the hot summer sun by providing op-
portunities for visitors to lounge, socialize, sunbathe, wade in pools,
or walk through a spraying mist of water.2 The cedar structure is
comprised of over 6,000 2” x 2” strips that bend and fold along their
own individual planes to provide a variety of spatial configurations.
The project implements the firm’s conceptual approach of version-
ing which is the topic in Versioning: Evolutionary Techniques in
Architecture:
“Versioning no longer relies on the necessity of the archetype to
be manipulated and changed over time with the end goal of being
configured to address particular design criteria. The primary source
is constructed from a set of detail types compromising a menu, and
organizes around a collection of specific detailed actions capable of
evolving parametrically to produce specific effects or behaviors.”3
The (gourmet) detail menu allows for an articulate and
diverse set of spatial configurations that shift themselves
to create the desired form of the architect. SHoP suggests
that this system has the capability of changing to accom-
modate various archetypes and can be set to create fixed
solutions to current needs. In essence the system allows for
the pavilion to be constructed as a series of 2” sections that
when put together inform the overall work.
1 “SHoP TALK” http://www.metropolismag.com/html/content_0501/shp/index.html
2 "SHoP Architects: Dunescape at P.S.1 MoMA” http://shoparc.com
3 Sharples Holden Pasquarelli. “Versioning: Evolutionary Techniques in Architec-
ture” p.8
27
Mark Anthony “Tony” Gushanas Jr.
fig. 3.2 shows the spatial and structural capabilities of the
repetitious cedar strips.
fig. 3.3 shows simple sectional studies that detail how the
form might become literal or abstract represenations of
umbrellas, cabanas, beach chairs, boogie boards, and the
surf,
28 Malleable Architecture: Exploring a user adaptable architecture
MinecraftMarkus Persson
Type. Video GamePhase. Underdevelopment since May, 2009
The videogame leaves the player stranded on a deserted island
to fend for themselves. During the day players are free to ex-
plore, and gather and create materials (fig 3.4). At night the play-
ful and happy atmosphere of (literally) cubist world turns sour as
the player must defend against the onslaught of nocturnal zom-
bies, skeletons, and ghouls. Admittedly, the zombies, skeletons,
and ghouls do little towards advancing the field of architecture
but they do give the player incentive to create a safe haven at
night. The first night this shelter might only be a small cave with
torches adorning the wall. As the player progresses through the
game, collecting blocks ranging from dirt to diamond, this safe
haven undoubtedly becomes more and more elaborate. Though
being trapped on a desert island is only fun for so long as one
might imagine
The game also has an online component where you can
work with other players throughout the world to defend against
the nightly mobs. The incentive for the player to create elaborate
shelter evolves from a personal satisfaction and need to a desire
to impress others. Entire town and cities spring up as a result of
collective collaborative efforts (fig 3.5). Minecraft allows for excit-
ing user-designed objects to spring up from simple arrangements
of cubes (fig 3.6).
Sole designer and developer of the game, Markus Pers-
son, designed it to be simple but yet dynamic and the population
are taking to that1. The game has sold over $6,000,000 USD and
it has not even been released yet. Simple and dynamic seems to
be the way of the future.
1 “Minecraft” www.minecraft.net
29
Mark Anthony “Tony” Gushanas Jr.
fig. 3.4 shows the simple process of growth and user adaptation that the individual and collective user has to manipulate
their environment
user finds a cube they
would like to use
user places cube into
their inventory
user harvests more cubes
user places cube in
inventory into environment
in different location
user creates an object
with the cubes they’ve
collected
other users view and
interact with the object
other users have the
ability to manipulate
theoriginal design
30 Malleable Architecture: Exploring a user adaptable architecture
fig. 3.5 shows the city-like development and density on one online minecraft server.
fig. 3.6 shows the variety and complexity of objects that users have created from simple blocks
31
Mark Anthony “Tony” Gushanas Jr.
~6,000 pixels in black and white ~6,000 pixels in 4 colors ~6,000 pixels in 50 colors ~6,000 pixels in unlimited color ~12,000 pixels in unlimited color
Pixel Theory
figure 1.3
32 Malleable Architecture: Exploring a user adaptable architecture
LegoOle Kirk Kristiansen
fig. 3.7 shows the lego patent of stud and tube bricks
fig. 3.7 shows one of Nathan Sawaya’s lego brick sulptures
http://www.brickartist.com/
The Lego, invented in 1932 by Danish carpenter Ole Kirk Kristian-sen was originally a wooden toy. The company was the first to buy a plastic injection-molding machine for making toys. In 1958 the contemporary Lego which is composed of a stud-and-tube coupling system was invented and patented (fig. 3.7). The stud-and-tube coupling system allowed for a large range of items to be build that Lego guided its users to by using simple visual direc-tions (fig. 3.7). For those a little more adventurous, the blocks can be formed to the creative limits of only the mind. Figure 3.7 shows Legos being used by Nathan Sawaya in a sculptural man-ner. The toy was sold in the United States as a teaching method for kids to learn quickly about science and mathematics when the arms race for space exploration between the US and Soviet Union was at its peak. Lego promised its blocks would, “develop the child's critical judgment, manual dexterity, and ability to think for himself."
33
Mark Anthony “Tony” Gushanas Jr.
fig. 3.7 shows simple visual instructions for assembling a part of a castle
34 Malleable Architecture: Exploring a user adaptable architecture
Hoberman SphereChuck Hoberman
fig. 3.8 shows the ability the Hoberman
Sphere has to expand and contract
The Hoberman sphere was developed by Chuck Hoberman as a study in engineering. The sphere when contracted is a small 9” diameter. When expanded, the sphere reaches a whopping 30”, 333% the size of the original. Since his success with the toy, Hoberman has begun to apply his method in architecture as stage sets, installations, and most recently, deployable shelter.
Chuck Hoberan’s design of the polyhedron uses a scissor-like system that allows each member to collapse on another. The operation of each joint is linked to the others. Hoberman holds several patents for folding techniques, of which many have been described as Fuller-esque.
35
Mark Anthony “Tony” Gushanas Jr.
Bucky BallsZoomdoggle
The Buckyball set comes with 216 spherical magnets each about 1/16” in diameter that can be snapped together or pulled apart to create virtually anything. They are currently being marketed to men as desktop toys, but the applications for them go much further than just a toy. Because the magnets allow for virtually any shape, anything that has a relationship to form can be made, ranging from a paperclip to a pencil holder. At a larger scale, they magnets might have applications in the realm of architecture.
36 Malleable Architecture: Exploring a user adaptable architecture
What it Does
Since transformation is an integral part of malleable architecture, defining the variety of objects it can be-
come is essential for the designer while designing. These six verbs sum up the basic capabilities that the adapt-
able system strives towards: demarkating, seating, sheltering, storing, working, and playing. A single object that
can do these six things is appliciable in almost any situation on any site.
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Mark Anthony “Tony” Gushanas Jr.
How it does it
+
By choosing to work with an object that has the same surface dimensions of a phonebooth, it allows for explora-
tion at full scale. What becomes incredibly important about this project is how and if the user interacts with the
object. A major challenge through this project will be to promote the idea that it is okay to change or alter your
physical space and that everyone has at least a bit of designer in them.
Consequentially, since the system of parts is universal, the object can be duplicated and joined with others.
objectives
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Mark Anthony “Tony” Gushanas Jr.
The goal of this project is to create a system of building that allows for communica-tion between designer, user, site, and culture by using the physical design as a medium. This thesis will intensely explore the effects of using a wide range of materials in order to select the correct material to build with. At the same time, ways of which materials can be connected and disconnected will be explored. The goal of this exercise is to look closely at detail and marry that detail with site and context study to inform the architectural object. The ultimate goal of the joint is to facilitate limitless movement about a three-dimensional sphere and the goal of site is to encourage interaction and use of the object.
appendix
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Mark Anthony “Tony” Gushanas Jr.
// Artwork of Aurora Robson who recycles plastic bottles, paints and decorates them to
create stunning sculptures.
http://www.aurorarobson.com/sculptures_installation.html
// Alejandro Aravena’s work with ELEMENTAL, a for profit architecture company with
social interest.
http://www.alejandroaravena.com/obras/vivienda-housing/elemental/
// Brute Labs a group focuses on socially responsible design through art, architecture,
and information. They hold a strong belief in rapid prototyping –getting ideas out to be
tested and then reworked.
http://www.brutelabs.org/projectopen.html
// Philadelphia based International Design Clinic (IDC) and their use of construction fenc-
ing to create pockets to hold solid which would be cleaned by plants and bring new life
to city streets.
http://www.internationaldesignclinic.org/make/sp08us/
// IDC reusing pallets to make a playhouse for kids
http://www.internationaldesignclinic.org/make/sp06la/
// IDC reusing bottles to make an urchin-like shelter for the homeless
http://www.internationaldesignclinic.org/make/sp07us/
// Archigram’s plug-in city
http://archigram.westminster.ac.uk/project.php?id=56
// New York Times article on the public shift from McMansions to more humble homes
due to hard economic times.
http://www.nytimes.com/roomfordebate/2010/09/07/redefining-home-in-a-depressed-
market?scp=1&sq=redefining%20what%20home%20means&st=cse
42 Malleable Architecture: Exploring a user adaptable architecture
// Using bottles similarly to bricks in construction.
http://abetterplace.blogs.ie/2010/01/22/inspiring-construction-with-plastic-bottles/
// Ernesto Oroza’s commentary on Cuban inclination to adapt
http://ernestooroza.com/index.php?option=com_content&view=article&id=104&Itemid=73
// Bottle structure
http://weburbanist.com/2008/11/16/adaptive-reuse-recycled-architecture-2/19-recycled-plastic-bottle-igloo-struc-
ture1/
// Using Sandbags as infill in walls
http://weburbanist.com/2008/11/16/adaptive-reuse-recycled-architecture-2/20-structural-sand-bag-walled-house1/
// Programming a liquid blob to react on command
http://www.i-programmer.info/news/91-hardware/1459-program-the-blob.html
// On the reality of shape shifting technology
http://bigthink.com/ideas/24429
// Video showing a shape memory alloy spring transforming and some of its applications
http://www.youtube.com/watch?v=VU-dChOfkAg –smart material
// 10 unique ways to reuse plastic soda bottles
http://www.greenstudentu.com/eco_lifestyle/10_ways_to_reuse_plastic_soda_bottles.aspx
// Shigeru Ban’s paper structures
http://www.shigerubanarchitects.com/SBA_WORKS/SBA_PAPER/SBA_Paper_index.htm
// Cold weather survival shelters
http://www.the-ultralight-site.com/cold-survival.html
// Tibbits & Merrill’s adaptable chair which flattens down to be carried.
http://tibbitsmerrill.com/Flatboy03.htm
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Mark Anthony “Tony” Gushanas Jr.
// IS Architects prefabricated house for 100k.
http://www.is-architects.com/main/index.php?/selected-work/100k-house/
// Free computer software that allows the user to draw a few lines to create a 3-dimensional chair
and its pieces to be laser cut.
http://www.gregsaul.co.uk/SketchChair/
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Mark Anthony “Tony” Gushanas Jr.
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