I experimented with the idea of sunlight entering the building and defining the space. I played with the idea of the building itself being a sundial to the dweller, so that through different angles, the user could transition through the house, entering each space with a different amount of sunlight and acting a different daily activity. This would work well in conjunction with my client the clock tower operator as his life revolves around this idea of time. I decided visually, sunlight would be a pleasing way of showing this.
The dwelling design basically works in conjunction with the idea of sunlight entering the building. Similar in concept to a sundial. In analysing the amount of sunlight that comes into each space, all levels recieve light from the southern facade at the back of the design, and also the northern facade at the front. The ground floor northern facade allows in more light due to its angled glazing, and this works in conjunction with the dining and kitchen layout on that floor. As level three is at the top, it is in contact with the most amount of light, so the study and bed is located, with an angled sun shading device on the southern end. Because level 2 is the longest, the natural light won't reach as far into the floor, and this works well from a privacy factor with the bathroom set out on the floor. The activities undertaken by the user in all spaces are different. As the day passes, the user passes through the building, like the house is acting as a sundial, or a visual clock, and dictating what the user does at different times of the day. It tells the user what time it is via daylight.
I used a combination of Maya and 3DS max to render my design to show visually how the space would work.
Design 2
The second dwelling design works with the idea of mechanics. As the clock tower operator is fixated by the clock, he is used to life working like a mechanical cog, with different instruments working together. I wanted to use this idea of a mechanical clock, and to link it with the idea of sunlight defining a space, to create my second design.
The design works with 3, mechanically sliding walls adjacent to a glass facade on the western side of the structure. Each wall can be moved by the user to let in or block as much sunlight as the user wishes. I chose to have the glazing facade on the western side because the clock tower operator craves the sun because he is used to spending his time in the dark. The three different spaces each hold different uses, space 1 from the entrance is used for the dining and kitchen area. Space 2 is the bathroom area, and space 3 is for the bed and study area. The end of the building features an empty space.
I experimented with different glass options in my rendering, having glass sliding walls as well as a glass facade but came to the decision of the 3 sun shading devices.
I tried to achieve this mechanical harmony of pieces working together as a whole design, the idea that the amount of sunlight can be changed and manipulated by the user interested me, rather then a rigid structure.
The dwelling design basically works in conjunction with the idea of sunlight entering the building. Similar in concept to a sundial. In analysing the amount of sunlight that comes into each space, all levels recieve light from the southern facade at the back of the design, and also the northern facade at the front. The ground floor northern facade allows in more light due to its angled glazing, and this works in conjunction with the dining and kitchen layout on that floor. As level three is at the top, it is in contact with the most amount of light, so the study and bed is located, with an angled sun shading device on the southern end. Because level 2 is the longest, the natural light won't reach as far into the floor, and this works well from a privacy factor with the bathroom set out on the floor. The activities undertaken by the user in all spaces are different. As the day passes, the user passes through the building, like the house is acting as a sundial, or a visual clock, and dictating what the user does at different times of the day. It tells the user what time it is via daylight.
I used a combination of Maya and 3DS max to render my design to show visually how the space would work.
Design 2
The second dwelling design works with the idea of mechanics. As the clock tower operator is fixated by the clock, he is used to life working like a mechanical cog, with different instruments working together. I wanted to use this idea of a mechanical clock, and to link it with the idea of sunlight defining a space, to create my second design.
The design works with 3, mechanically sliding walls adjacent to a glass facade on the western side of the structure. Each wall can be moved by the user to let in or block as much sunlight as the user wishes. I chose to have the glazing facade on the western side because the clock tower operator craves the sun because he is used to spending his time in the dark. The three different spaces each hold different uses, space 1 from the entrance is used for the dining and kitchen area. Space 2 is the bathroom area, and space 3 is for the bed and study area. The end of the building features an empty space.
I experimented with different glass options in my rendering, having glass sliding walls as well as a glass facade but came to the decision of the 3 sun shading devices.
I tried to achieve this mechanical harmony of pieces working together as a whole design, the idea that the amount of sunlight can be changed and manipulated by the user interested me, rather then a rigid structure.
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