Monday, 30 May 2011

Crit - Final Presentation

This collection of work looks at creating objects and designs that are Blurred.  The shifting light, a change in viewpoint or perception creates a blur.  Looking at the theorist Elizabeth Diller helped to lead me in the direction of exploring the blur.  Diller is an intelligent architect, whose designs are highly researched and theoretical.  She likes to collide two concepts together, to explore the space between the collisions of two opposites.  Her work encompasses more than just traditional buildings – she blurs the boundary between professions.  Diller produces “buildings and art installations that seem to tease the squareness of their neighbors”. 
For my First Scale I produced a piece of Poor Jewellery, a ring and bracelet made from the diamond suit of playing cards.  This Jewellery was developed with our theorist in mind.  Elizabeth Diller is an intellectual designer, who likes to have fun with materials and space.  I think she would enjoy the joke behind these pieces of jewellery. 
Scale Two was a Jewellery Box – a box that is not a box.  This is the start of the blur – creating an item that is not what you expect it, or initially perceive it to be. 
Scale Three and Four were an Art Gallery and the way work is displayed inside.  This is where all my explorations come together in a Blurry Building, one that seems to have no set space, yet produces amazing collisions of interior/exterior, small and large spaces.
 


Art Gallery - Final Model

This is the Rhino model of my final model for the Art Gallery.

3D Printer - Detail

Here I have printed out the clip detail for my Art Gallery.  This is how the walls, roof and floors are clipped together.  I tried to print it at 1:50 scale, but this was too small.  Also, the printer does not read surfaces.  So I fixed the file and increased the size.  It turned out well. 

Sunday, 22 May 2011

Art Gallery - Development

Here I am looking at materiality and light for my art gallery.  I am looking at how light creates movement in the sequence of images.  I accidentally rendered the top view at one point, but I think it is an amazing image.

Art Gallery - Development

Here I think I have resolved how my detail will work.  It will clip and screw together through and around the wall planes.

Crit - Art Gallery Development

I have continued developing my art gallery.  I have looked at how the walls intersect.  I have decided to cut the walls away at a right angle to the plane where they intersect.  This creates a blur between the interior/exterior/each room, and it makes it hard to see where one wall ends and the next begins.  The wall planes are all different lengths and on different angles.  The intersections are all different.   
This is a good start.  i now need to finalize my detail and look at how the roof/wall/floor intersections work.  I should look at the lighting - this is a good opportunity to emphasize movement.  Different lights turning on at different times would make the walls look like they were moving, especially with all the cut intersections.  Different materiality can do this too

Art Gallery

Here I am looking at the larger of my scale shifts - the Art Gallery.  I am using the clip detail from before as the detail I carry through all the pieces of work.  Here I am using the clip as a way to hold together and define the wall planes.  The walls angle and overlap, creating dynamic spaces.  The way the walls undulate as the planes intersect creates an illusion of movement and blurriness.  I need to look at what happens when the walls intersect.