Final Project: Wondermaker: 'Animate' + Rebuild
For this final project, we are required to design and build the interior from the given site; The ROW. Design conceptual is requisite to inherit from Project 02. Wondermaker is essential to be visualized as a notion of the ‘maker/creator’ and be seen as a hub that is able to produce hard and soft products and commercialize it to the public that holds value and it’s own identity and branding.
I am doing rice learning centre for this project and this centre is mostly for students age between 15 to 18 and also visitors age between 19 to 50. There are two packages of activities for visitors which one is for visitors who registered for activities together with the workers to learn about how the rice to be produced and package for those visitors who didn't register for activities together with the workers can only have window looking around the rice learning center but gift will also be provided after the tour.
There are few major spaces inside the center which are parboiling area, milling area, packaging room, laboratory, cooking area and farming area. There are two farming area which one located at mezzanine floor and the another located at mezzanine B. The farming area at mezzanine floor is semi private area for visitors to let them experience the process of farming and for the farming area at mezzanine B is private area for workers to have farming activity.
Below are model of major spaces of parboiling area, milling area, packaging room, laboratory , cooking area and farming area:-
PERSPECTIVE VIEW
FRONT VIEW
LEFT ELEVATION
RIGHT ELEVATION
After we have deign the spaces, we have produced plans, section, elevation, site analysis, perspectives, branding and identity, bubble diagram and design development.
Below is the picture of the final board composition.
Learning Outcome:
1: Display evidence of critical thinking by conceiving and evaluating potential creative solutions to abstract design problems.
2: Produce design artifacts or creative solutions with distinguishable skill and application.
3: Generate process and communicate design concepts and solutions through drawing/ traditional or digital technologies.
4: Apply decision-making and negotiation skills through intellectual and communicative engagement with others.