TED Building – BIG


The Public Street

TED contains an almost urban mix of programs with no obvious hierarchy. We propose to organize the shops and showrooms, offices and hotelrooms, conference rooms and exhibitions spaces, restaurants and galleries along an internal extension of the pedestrianized street to the south. To remain with the site and the maximum building volume, the public street is coiled up in an ascending spiral leading from the ground floor to the roof garden.


The spiraling street of media programs is consolidated into a 57×57x57m3 cube of program permeated by a public trajectory of the people life. The cube is finished in concrete lamellas serving as solar shading as well as public access.


The lamellas recede inwards forming a generous public staricase allowing the public walk into the fecade and all the way to the roof. At the roof of the cube, the trajectory expands forming a big informal public arena. All restaurants on the penthouse floor open to the arena making it a natural gathering point for Taipei teenagers for social hangout and informal performances.


Project: TED Building
Architect: BIG
           Bjarke Ingels, Jakob Lange
Project leader: Cat Huang
Team: Gaetan Brunet, Xu Li, Alysen Hiller, Xi Chen, Espen Vik, James Schrader, Kuba Snopek, Riccardo Mariano, Johan Cool, Takuya Hosokai, Daniel Sundlin.          
Collaborators: Realities United, Arup
Location: Taiwan
Type: Competition
Client: TLDC
Size: 43,000 sq. mt.


Pixilated Proposal for a New Financial District in Melbourne





Towers designed to house and stand for institutions of finance have tended to portray notions of stability, order, growth and power. The unstable, unpredictable and cyclic nature of economics is rarely acknowledged, even though these qualities are an inherent part of the financial system.

This skyscraper designed by Jessica In from Australia seeks greater meaning in architecture as a reflection of current society, one that is, paradoxically, highly connected yet confused and troubled. A proposal for a financial centre in Melbourne, the design process evolved through extensive reading and exploration of several key themes – the unstable, endogenous nature of the financial system; emergent processes; the tower typology in buildings of commerce; and the application of computational design processes to tease out highly abstract concepts into physical form and spatial experience.



Defined economic conditions inform the degree of irrational ‘behavior’ of spatial generation. This is set against more tangible architectural parameters (site conditions, orientation, and program), and consideration at three different scales (urban/street, building, and human scales). Each ‘block’ of the tower is conceived of as an autonomous agent that has limited knowledge, but their aggregated actions produce a coherent design result. The process is repeated until an acceptable design is produced.










Honda Forklift is too sleek and elegant to be a delivery vehicle


When we talk about delivery vehicles, the rugged, heavy-duty cargo trucks spontaneously come to our mind. Challenging the space distribution of contemporary delivery vehicles, Turkish designer Hamit Kanuni Kuralkan has created a compact cargo cab for Honda called the “Forklift Delivery Vehicle” that is not just elegant and stylish to look at but highly functional as well. Featuring advanced technology of Honda, the vehicle can pick up, drive and drop off the goods with ease, and doesn’t even require the driver to get out of the vehicle for all this. It drives in one direction and forklifts in the opposite, ensuring complete safety of both the vehicle as well as goods.










Land of Giants


American firm Choi + Shine Architects designed these conceptual electricity pylons shaped like human figures to march across the Icelandic landscape. Each pylon would be assembled from modular parts, which could be adapted into various positions to given the impression the the statues are walking, climbing or crouching. The 30-metre tall statues would be supported on concrete footings and are an alteration of the steel frame used by existing pylons. Called Land of Giants, the project was originally submitted for a 2008 competition held by Icelandic transmission company Landsnet and the Association of Icelandic Architects.The design was one of four winners at the recent 2010 Boston Society of Architects Unbuilt Architecture Awards.







This design transforms mundane electrical pylons into statues on the Icelandic landscape.Making only minor alterations to well established steel-framed tower design, we have created a series of towers that are powerful, solemn and variable. These iconic pylon-figures will become monuments in the landscape. Seeing the pylon- figures will become an unforgettable experience, elevating the towers to something more than merely a functional design of necessity.


The pylon-figures can be configured to respond to their environment with appropriate gestures. As the carried electrical lines ascend a hill, the pylon-figures change posture, imitating a climbing person. Over long spans, the pylon-figure stretches to gain increased height, crouches for increased strength or strains under the weight of the wires.


In addition, the pylon-figures can also be arranged to create a sense of place through deliberate expression. Subtle alterations in the hands and head combined with repositioning of the main body parts in the x, y and z-axis, allow for a rich variety of expressions. The pylon-figures can be placed in pairs, walking in the same direction or opposite directions, glancing at each other as they pass by or kneeling respectively, head bowed at a town.




Despite the large number of possible forms, each pylon-figure is made from the same major assembled parts (torso, fore arm, upper leg, hand etc.) and uses a library of pre-assembled joints between these parts to create the pylon-figures’ appearance. This design allows for many variations in form and height while the pylon-figures’ cost is kept low through identical production, simple assembly and construction.

The pylon-figures are designed to provide supports for the conductors, ground wires and other cables all within required clearances. These clearances are maintained in the various shown positions. The towers are largely self-supporting, sitting on concrete footings, perhaps with the addition of guy wires, depending on requirements of the loading wires.Like the statues of Easter Island, it is envisioned that these one hundred and fifty foot tall, modern caryatids will take on a quiet authority, belonging to their landscape yet serving the people, silently transporting electricity across all terrain, day and night, sunshine or snow.
Project Type: High-Voltage Pylon Competition
Location: Iceland
Type of Client: A public company (that owns and runs the electrical transmission system in Iceland).
New or Reno: New – Pylon design competition.

Special constraints & site description: The pylons were intended to be constructable, affordable and durable.
Design challenges & solutions: We sought to make an iconic, unforgettable pylon, that created an identity for Iceland and the power company.
Original/Adaptation: The design is original.
Unusual/innovative building components: Each structure is composed of a kit of parts, minimizing construction costs.
Sustainable design elements: The structure is predominantly recyclable
Material use: Steel, glass and concrete

1997 Saltwater Pavilion



The saltwaterpavilion has evolved from the very beginning of the design process as a three-dimensional computer model. We kneaded, stretched, bent, rescaled, morphed, styled and polished. He delineation of the form is laid down in the digital genes of the design that hold the germ of life. The first idea is the genetic starting point for all subsequent steps in the development · we no longer accept the domination of platonic volumes, the simplistic geometry of cube, sphere, cylinder and cone as the basic elements of architecture. That resolution is much too low. Our computers allow us to command millions of coordinates describing far more complex geometries. 



The form gene underlying the saltwaterpavilion's shape is an octogonal, faceted ellips which gradually transmogrifies into a guadrilateral along a three-dimensional curved path. Along that path the volume is first pumped up and then deflated again to form the sharply cut nose. The body juts out a whopping 12 metres over the inland sea of the oosterschelde. It is an intriguing idea that a cyclops could pick up the pavilion without wrenching it out of its internal coherence. The saltwaterpavilion is also a sculpture which is fashioned in accordance with its own laws and rules and for reasons that other people can never quite fathom. Then it is scrutinized by the public who, merely by looking at it and experiencing it, form an image of their own, strictly personal, laws and rules. And because of this self-sufficiency of form as interpreted by the independent observer, the saltwaterpavilion is suddenly and simultaneously a hundred different things: a stranded whale, a late brancusi, a paramecium, a sea cucumber, a submarine, a lemniscate, a speedboat, a tadpole (with silver tail), a solidified droplet, a wave, a stealth bomber.

 


Sensorium realtime behaviour. Climbing out of the underworld you walk towards a panoramic view of the surrounding oosterschelde sea · this is mostly blocked by the inflatable airbag. We are proud to have realized the first building with an airbag. The closing and opening of the airbag is controlled by the central computer and plays a role in the choreography of the saltwaterpavilion · after the view on the seascape you turn, following the course of the lemniscate, and step onto the wave-shaped floor membrane into the sensorium. Tthe torsive membrane separates the underwater world (wetlab) from the weather world (sensorium). In the sensorium you experience numerous kinds of virtual representations of water. In the underworld there is real water, in the sensorium, virtual water. The five curved lines that stretch from one pole to the other correspond to the outer lines of the building body. Multicoloured fibre optic cables following these lines illuminate the sensorium from behind the polycarbonate interior skin. In both poles there is a set of red lights which are controlled by the public through a sensorboard immersed in the hydra. By pressing the interface you can activate the poles and make them glow in bright red colours. The colour and dimming sequences of the fibres are controlled by a series of sensorial parameters. 



The saltwaterpavilion feeds on data from a maritime board unit the raw data is digested and converted to midi-driven impulses which conduct the mixing tables of both the light and sound environments, the saltwaterpavilion is a body in time. It displays a real-time behaviour, calculating with the speed of light its personal emotive factor · this emotive factor is translated into a responsive biorhythm. The ever changing colour conditions from behind the transparent inner skin are experienced as a form of light massage. Simultaneously an immersive soundscape is experienced by the public. The amplifiers are absorbed in the skin of the body and of the floor membrane. It feels as if the building itself makes the sounds · the building is an organism at work. An array of speakers makes it possible for the sound to move dynamically through the sensorial space · the sensorium sound- and lightscapes vary from crisp to lucid, and from lethargic to furious.

H2O worlds diving into virtual extension. On both the surface of the wave-floor and the interior polycarbonate skin of the sensorium you are immersed in the projections of a series of virtual worlds. They all depict different perceptions of water and fluidity. The worlds are generated by two sgi o2 computers and projected by 6 1000 lumen high-resolution data projectors through small openings in the transparent skin. The worlds are navigated by the public through an interface which is merged into one loop of the hydra. The six worlds are: 
1) ice _ the navigator moves slowly in between even slower sliding icy masses  
2) h2o _ swarms of h2o molecules at three different speeds. The navigator travels with the swarm and try to ride on one of the molecules
3) life _ intelligent sea creatures float in a virtual sea. Some of them are very shy.
4) blob _ a fluid mass elastic like chewing-gum is constantly deforming while the navigator floats around and through it.
5) flow _ the navigator is captured in the flow of a whirlpool. The only way is to go with the flow.
6) morphe _ two slowly shaping skyscapes capture the navigator. Because of the extreme wide-angle view the clouds seem to rush by. The virtual worlds are direct extensions of the physical building.

Ddate: 1997
Site: Neeltje Jans Zeeland
Project architect: Prof ir Kas Oosterhuis
Design team body: Kas Oosterhuis, Menno Rubbens
Design team hydra: Kas Oosterhuis, Ilona Lénárd, Menno Rubbens
Design team real time behaviour: Kas Oosterhuis, Menno Rubbens
Design team virtual worlds: Kas Oosterhuis, Menno Rubbens, Károly Tóth
Composers: Edwin van der Heide, Victor Wentinck
Sensors: Bert Bongers
Client: Waterland bv Neeltje Jans