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Exhibition Review | Bartlett Summer Show
Each year the Bartlett summer show is always a spectacular site of student work, packed with people who are amazed by the exquisite presentation. I would say it’s the biggest architecture school exhibition in London.
[+] Images via Jim Tze-Chun
With over 450 students from 1st year to 5th year, the more than 3000 drawings consume every inch of the exhibition space. This massive production and rich creativity are at the heart of the Bartlett summer show. The Bartlett is a school crossing over many different disciplines, attracting a wide variety of people to participate in the event. Productions include hand crafted models, digital fabrication, rapid prototype, hand sketch drawings, CG graphics, 1:1 scale production, photos, interactive media, film and animation.
[+] Images via Jim Tze-Chun
[+] Images via Jim Tze-Chun
Unit 23, lead by Bob Sheil, is a group that is focused on making. All of their work is based on the craftsmanship of the manufacturing using both CNC or tradition hand crafted techniques. Their manifesto is that architects shouldn’t just produce the representation of the production, but rather be involved within the process in order to make their idea work in real world. One of the student’s projects is a method of extruding the clay by a metal profile that can change in shape, as well using a sophisticated crafted instrument designed with a thin plywood membrane and connected to a webcam sensor that can pick up people’s gestures and motions to make different sounds.
[+] Images via Jim Tze-Chun
Unit 19 always produces fine and delicate stylus hand drawings opposite the approach of Unit 23. They produce drawings and illustration to explore their ideas as well as their imagination. Their projects are always inconceivable, impenetrable, but they are drawn as if they are feasible. You could name them as the neo-surrealism which is all about your own imagination and unconscious.
[+] Images via Jim Tze-Chun
In conclusion, the Bartlett Summer Show is more like an architecture carnival than just a year show. It’s like celebrating the fantasies of new architecture where everything is possible and enjoyable. You feel the passion, the ambition, the creativity all coming from here.
For more photos, visit http://picasaweb.google.com/weitze820/Exb_BartlettSummerShow2010#
Exhibition: Ban-Doh @ Formosa | London
The exhibition is brought to you by the FORMOSA team, founded by the University of the Arts London Taiwanese Society (UALTWS) and its alumni. The “Ban-Doh @ FORMOSA” exhibition has invited prominent professionals in the field of arts and design to examine and appraise more than 200 top Taiwanese art works.
FORMOSA has invited six judges to select the final 40 peices of artwork, created by 21 artist whose creations have produced comparable culture flavor, but are each quite unique in their own right. Judges include; Jotta Magazine’s curator Ellie Greig, Jotta’s head of graphic design Jane Trustram, Rayne Perry, the president of the UAL Curation Society, a fashion designers from the FORMOSA team, and finally a Taiwanese curator based in London.
From: 9-13 June 2010
Venue : Candid Arts Trust Gallery, 5 Torrens Street ,London EC1V 1NQ, UK
Ban-Doh ['ban'doh]
A traditional Taiwanese open feast of enriching culture, sumptuous food and heart-warming hospitality-
enjoy this visual banquet of the most cutting edge arts and design that Taiwan has to offer.
Featuring artists:
Chin Chang, Min-Tzu Chao, Pao-Han Chen, An-Li Chen,
Yao-Jen Chuang, Chiao Ling Fan, Yu-En Hsieh, Yen-Ting Hsu,
Ying-I Hsu, Chien-Ni Hung, Craig Kao, Ling-Ting Kao, Johan Ku
Mei-Hui Liu, Chi-Heng Peng & Chin-Ying Lin, Jill HC Tsai,
Rosy Tsai, Pei-Chen Wu, Michael Wu, Kenyon Yeh, Yosifu
Showcasing:
Fine Art, Illustration, Sound Installation, Video Installation, Fashion Design, Architecture, Industrial Design
Brit Insurance Designs of the Year 2010
Brit Insurance Designs of the Year 2010 is held by the Design Museum in London exploring the most innovative design projects from around the world. This exhibition explores seven categories: architecture, fashion, furniture, graphics, interactive, product and transport design. Selected designs were chosen based on a balance between applicability, concept and aesthetics. Overall, I found the furniture, product and transport categories to be the most interesting selections this year.
Here are a few projects that got my attention: Urbikes, a public bicycle sharing system from Spain, offering door to door services. Urbikes already has a pilot program started in Catalan City. Chirnside’s Polytopia Seating System, from Australia, strikes the balance between aesthetics, comfort and concept of contemporary furniture, by examining how people interact and communicate when sharing the chairs. Linda Browthwell offered a unique repair project. Her concept is to make use of traditional craft techniques to repair everyday objects within the public realm, by patching not replacing.
The BMW – Light Visionary Model is this year’s must see, cutting edge, conceptual product. Its appearance is a conventional handsome looking sports car, but instead of a traditional rigid frame engineering, it’s made with hi-tech fabric skin stretched over a moveable wire frame, enabling the car to change shape and form. The headlights are the most exciting element, with human-like eyelids, opening and closing with hidden, blinking apertures. It’s a whole new idea that goes beyond the solid robotic Transformer type of thinking, to a more humanistic car body, wrapped in flesh.
Other notable designs were the Lightest Carbon Fiber Chair, designed by Shigeru Ban Architects, a low-cost sports wheelchair and The Folding Plug. Probably considered this year’s most revolutionary product for Britain, the Folding Plug, designed by Min-Kyu Choi, will help avoid that oversize UK plug weighing down ever shrinking portable devices.

The exhibit will be running from 17 February – 31 October at the Design Museum in London. [+] website here
Four Square Scripting House by Kou-Yo Hu
Currently, there is a heavy argument whether parametric design is merely the setting of parameters or actual design. This is linked with the question; how we control the algorithms and finalize the outcome? Is the computer the creator or the designer?
Four Square Scripting House is an academic project designed by Kou-Yo Hu in 2009, which tackles the pros and cons of this issue. Kou-Yo’s project’s main feature is to setup variables for the housing block layout according to typical design restrictions such as area limits, required open space, redundant composition, optimized glazing area, and so on. The massive amount of variations can then be calculated through Kou-Yo’s programming.
Kou-Yo, a graduate of Tamgang University, Taiwan, received the annual award of best graduation projects. His work was published by Taiwan Architecture magazine in addition to being selected as the Wallpaper Graduate Directory 2010 [www]. This project is dealing with complex architecture parameters using digital computation tools, and is focused on a housing design for competition by a Japanese Shinkenchiku magazine [www].
Prior to architecture school, Kou-Yo Hu studied 4 years of chemical engineering. Kou-Yo still thinks of himself as more of an engineer than an architect. However, encouraged by his tutor and the College Chair, Professor Wu, to act on his particular skill in computation, he developed the ability to use Rhino script as a method for a particular architecture design. With his unique engineering background he thinks of the housing design as problem solving rather than object creation.
Despite the need for tweaks to the computations, the capacity of options are already well beyond what can be achieved by traditional human-only methods. What the project demonstrates well is the possible number of housing units, and their respective unit type, can practically fit within the site. This helps to determine the feasibility of this piece of land with various compositions for the client. Therefore, the project demonstrates that scripting computation tools aren’t just for design schools but can be effectively used in architectural practice.
Book Review: Exuberance
Following the event, Sublime Flesh, I picked up the book Exuberance: New Virtuosity in Contemporary Architecture: Architectural Design (purchase here), guest-edited by Marjan Colletti, as the book helps to unfold the issues that were discussed in the symposium. Marjan Colletti is a Unit 20 Professor with Marcos Cruz at the UCL and DS10 at Westminster University. Colletti’s PhD thesis in Architecture, Digital Poetics draws out the intention of ‘Mimetic Interfaces’ and the ‘2 1/2 D views’ of computer-aided architectural design. Colletti’s research is based on digital tools and media and their relationship to the design process. He believes that digital tools are not used only for easy duplication of random computations, but should be seen as a new interface that can merge the digital world with our physical senses. In his work and research, Colletti is attempting to transfer the digital experiences, established in his text and experiments, and place them into the realm of human evaluation, interaction and inhabition. The resulting design output, from his work and his students, is caused by the understanding of the ‘digital architectural avant-garde’ as the merger of (analogue) parameters and (digital) properties.
The book, Exuberance, is expressing the energetic, excited, and cheerful new practices of the digital. This book highlights the work of Colletti himself, as well as Ali Rahim, Hernan Diaz Alonso and Tom Wiscombe, all of which are clear example of the vivid world of Neo-Architecture. It’s a book with graphic “depth” (complexity, layered, manifolds) that allows you to explore the exuberance of each project.
Purchase your copy at our affiliated link: Exuberance: New Virtuosity in Contemporary Architecture: Architectural Design
Photos by Jim Tze-Chun
Event: Sublime Flesh – Experimental Architecture London
Sublime Flesh is a symposium curated by Marcos Cruz with Lisa-Raine Hunt that instigates the discussion of contemporary spiritual space with the complex nature of ornamentation and theatrical space in architectural design. The exhibit features a collection of work from Unit 20, A studio at the Bartlett, UCL, led by Marcos Cruz. Their work consists of exquisite models in the “Neo-Baroque” style of architecture, with features such as the breaking of order, and replacing and hybridizing the old with a contemporary language derived from digital tools. This event is being held at The Christ Church Spitalfields, designed by an English Baroque heretical figure, Nicholas Hawksmoor (book link), which serves as a good example of the radical architecture movement of the time. The accompanying talk is by Sir Peter Cook (Archigram – book link
), Ali Mangera, Marjan Colletti, Robert Harbison, Yael Reisner, Rev Rod Greene and Marcos Cruz (chair). To read my full review of the event: (Read More)
Photos via Sublime Flesh
Photos via Sublime Flesh
Yael Resiner, an architect with a background in science, speaks about the personal experiences that impacted her designs. She argues that the modern movement is an enemy that blinds the personal experience of architecture, to end up with merely a replication that compromises the depth of the experience, existing only as a single surface representing ‘the order’. ‘The Order’, in this case, doesn’t mean Classical Architecture but the order of trend, the trend of public values that control the design of architecture. When we value a time period like Romanticism, Modernism, or maybe more recently Parametricism, read Digital Cities AD,
we are under the influence of a trend for that time period. But in a period like Baroque they were announcing the end of Classic design; A period of rebellion, the end of trend and order, to free ourselves into a new age of art. Baroque represents a hybridization or an metamorphosis of the origin.
Photos via Jim Tze-Chun Wei
Photos via Jim Tze-Chun Wei
I feel we are currently in a ‘Neo’ age of technology, engaging in a more complex environment than ever, and if architecture can be seen as the echo of the era, how we deal with these parameters is the issue that architects face today. A shift from systematization to customization, from the orientation of objects towards the engaged body, the spiritual space is not just about the church of god, but about the spectacle and the spookiness that Peter Cook suggested is in the experience of the sublime. This refers back to Yael’s ‘Depth of Space’, the space that is created with layers of ideas and creations that all come together as a hybridization of personal and public, that can lead a new path towards contemporary sublime architecture. Today, with the assistance of digital media and fabrication techniques, instead of generating ‘random patterns’ of facade or following the trend of ‘fluid geometries’, we should embrace personal and public theatrical hybridization to create layers of depth in architecture.
Tangible Form of Softness by Original Studio
Having worked with Original Studios for a short time, I was impressed with the determination a young studio must have to achieve it’s goals. Original Studios was founded by a group of NCKU Master students after winning the 2008 Taiwan Open Gate International Competition.
Their most recent work, ‘Tangible Form of Softness’, at the Anping Harbor Center in Tainan, Taiwan, is an international competition project which reflects their dedication to design theory in practice. The group spent over four years working with local architects and consultants to achieve their initial idea of a pavilion composed by a language of forms found in shadows and water. (Read More)
Their design theory follows the concepts of their graduate professor, Ming-Hung Wang. Ming-Hung is a professor of design theory at NCKU. He has a doctorate of design theory and methodology from MIT, and is widely published on the topic of Formation Typologies and Spatial Representation Languages. As students of Ming-Hung, Original Studio’s work is a good example of his design theory in practice.
Their project begins with a diagrammatic study of geometric formations in water and shadows within the site. The initial geometries can then be analyzed and simplified to setup a “formation language” with its grammar(tectonics) and characters(materials). This language is then tested and modified through a series of architectural designs. Site planning, programming, and building technologies are tested with the language as a guide. After many tests are preformed the group discovers a potential structure and spatial layout applied by the “diagrammatic language” of water and shadows within the site.

© Original Studio
The beauty of the formation language is the flexibility of the forms, and to have extensions or deductions of the main building due to the lack of complete singular geometries. The design of the master plan is therefore set-up like a reference manual to help unify later development to the site.
Original Studio also performs extensive research on materials such as perforated mesh, timber louvers, polycarbonate board, etc. They use paper models, computer models and eventually, full scale prototypes to test forms and find a unique arrangement of the metal panels and timber screens. From the images and diagrams you can see, their work is precisely simulated, expressing the initial concept into the built form.
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© Jim Wei
With my short time working with them, I found it to be a difficult task for a group of young graduates to deal with the various issues on such a complex building. Understanding building technologies was one thing, but arguments against the Tainan City Council and the fights with contractors was a surprising difficulty. But after years of persisting and compromising they have proven themselves by rising up to the occasion.

© Original Studio
Unfortunately, from the conceptual stage to the construction stage, the budget has been reduced to ten percent of its original numbers, which is almost impossible to fabricate even the landscape around the harbor. Now it’s only a character of their language that is being written on the site which makes it hard to read the whole story. However, I find it encouraging for such a young firm to be dedicated to doing great design despite the challenges they face.
More images and competition panels can be viewed from this link.

© Original Studio, Render: Ji-Hao, Ho
Interbreeding Field
Professor Lu-Huang Li’s ideas for his studio called Interbreeding Field are simple: “Learn while making”. His students learn through the process of making in full scale on the site, and begin to understand materiality and develop tectonics first hand. The studio believes architecture design shouldn’t be solely about producing representation of the project itself, but about physically shaping it. Interbreeding Field is best known for their experimentation with construction and the contextualization on the site as a method of architectural design. Lu-Huang Li teaches this studio at the Tainan National University of the Arts. Lu-Huang’s work has been widely published and exhibited, including a display of his work at the Venice Biennale 2004. All the projects you see on their website are constructed by different “generation” of students whom see themselves as apprentices from one generation of the studio to another. (Read More)
Architects traditionally produce drawings as a preface of the space, and we rarely act in the process of constructing them. As a result, architects have become more virtual designers than physical. Compare this to sculptors, who are expressing the ideas of their projects in both drawings and the physical act of making. However, the scale of architecture can be a big difference compared to that of most sculpture. Plus, the construction of buildings usually involves a vast amount of issues, to the point that architects become the role of facilitator rather than fabricator. As an alternative, Inbreeding Field takes the opposite approach of the traditional architect, by not making models or drawings, and rather going straight into the site constructing and contextualizing it. The most interesting feature of their studio is that the project is always under construction and the new generation of students will modify it to fit a new program. I once visited their studio in Tainan; all the facilities of general living are built by hand, these students work and live in their own interbreeding field.
Some essays from the Professor are worth glancing at to understand more about their manifesto of interbreeding.
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© Interbreeding Field
FieldInterbreeding Project B – “Non-Side Zoom“, Open Reatity
Location: Hai-an Rd., Tainan, Taiwan
Director: Li H. LU
Collaboration: Cheng-Chi CHENG, Hsuan-Cheng CHEH, Hung-Yu HUANG, Sun-Chiang CHOU, Goang-Hwa HUANG, Ching-Wu YANG, Kuan-Hung CHEN
Chi-Tsung WU, Chun-Yuan WANG, Tzung-Shin LIN, Han-Hong TAI, Chung-Chi WU, Cheng-Chi CHENG , Yi-Hsiang HSU, Pei-Chi LO
Blueprint Night Club
The renovation of an existing ruined house into a night club called ‘The Blueprint Night Club’ was a key project for Kou-Chang Liu and his studio OU studio based in Tainan, Taiwan. The project was built in the Hai-An Road area in Tainan as a reaction to the previous destruction and development in the area. The area has become a sore eye on Tainan’s urban planning. Initially it was scheduled to become an underground shopping mall, imitating a similar layout in Tokyo, however, Tainan has no metro system thus destroying the success of such a project from the start. What the development project did accomplish was to destroy the traditional Chinese brick facade and tile roof houses that inhabited the area. Today, only the ruins of partial walls and roofs remain as a visual scar on Tainan city’s urban plan. To help remediate this mistake, many artists, architects and students proposed ideas to renew the damage to this area. Despite the efforts, the area was re-inhabited as a tourist spot famous now for having a high density of chain bars and restaurants. (Read More)
As a reaction to the Hai-An Raod destruction, Kou-Chang developed a poetic approach of recording the history of the Hai-An Street. Kou-Chang took the existing front facade from the ruins, painted it blue, and applied 2d plywood frames of the old furniture. He then added white lines to represent the beams and windows in a trompe l’oeil effect. The result is a one to one blueprint acting as a virtual copy of the destroyed house. When asked -”Don’t you mind that people can easily steal the objects on the wall?” – his answer was; “That is part of the idea, the destruction and reconstruction, and I welcome the Tainan Citizens to dump their unwanted furniture in front of the wall… to compose a new wall.” As a simple concept, this architectural project is both interacting with and merging with the history of the Hai-An Road area, fighting back with only blue paint and some old furniture.
Kou-Chang completed his masters of architecture at NCKU in 1998 and then founded OU studio in 2001. Since then the studio taken on a wide range of projects including architecture, interior design, furniture design, and art installations as well as teaching design studio in the university. Kou-Chang also acted as a design representative of the Taiwan Pavilion in Venice Biennale2006.
Having Kou-Chang as a design professor myself, I experienced his personal belief and perspective towards architecture first hand, which, to say the least, is intriguing and unique. His attitude towards design is a combination of both experimental and practical philosophies. His concepts revel in the immaterial condition of time and memory, while simultaneously he is focused on balancing the projects’ budgets with cost-saving industrial materials and low-tech fabrication. His work is commendable and I applaud his efforts towards bringing about change in Tainan.
Kinetica 2010 Review
Kinetica 2010 is actually disappointing, as Tyler suggest in an earlier post- there were not many special experiences that I came across while attending the event. Several of the kinetic sculptures seemed redundant, and used similar ideas or even identical geometries. Of course, from my perspective, there’s the issue that I can’t see the project architecturally (from a software perspective), and to add to that, the interaction with our human gestures seemed a bit weak. Maybe Nintendo Wii has done a better job here; at least one can get more involved with the environment that the Wii software designer has created. But in this event, many of the projects resembled generative graphic art and or seemed to be a self-enclosed, mechanical “masturbation” of sorts. Basically, devices more concerned in having their own fun. read more>>>
To be fair, there were some ideas that were more simple and yet enjoyable. My favorite two projects [shown in the images above], interestingly so, were the least technology based projects. The first one [image right] was created with the use of refraction and fiber optics. By cutting off the light transmission in particular points along the light path they created ghost-like forms from the light. The second one, [image left] is using a traditional light projector to enlarge the image of a colored water basin as water drips from above. He then controlled the speed of a drum to syncronize with the dropping speed of the water. The effect was like feeling your pulse only in color patterns on the wall.
Maybe I am a bit harsh on this year’s Kinetica Art Fair, but the projects are mostly technically challenging for people like me, who don’t understand the ins and outs of electronics. However, I think it’s another issue as well. When technology is involved, who is actually the designer? Is it the software, or the engineer? Maybe the Neo-Renaissance is coming, and we all need to be a bit more like Da Vinci – the artist and the scientist.

































