Publication with theArchio/ogist
From the Website:
Occupy Vitkov — The Czech National Brewery: "A brewery takes the form of Prague’s unused monument to serve as a polemic against the monument. Upon the plinth, overlooking the city, this new cultural center uses beer a means to bring the Czech people together into one space. Through its scale and porosity, the brewery establishes a new core; extending the old Ceremonial Hall once used for the communist state into a large beer hall. The new form of celebration is of the tanks and the culture that thrives in the Czech Republic: beer." ⠀
View the full publication here:
View more from this project below:
Exhibition of Occupy Vitkov in Prague's
Landscape Festival, June 30th 2018 — September 30th 2018:
From the exhibition:
A slice of monument is repossessed by the brewery in order to juxtapose the existing monument with the new social space. This dichotomy establishes a democratic space from the authoritarian monument. A tripartite scheme defines the brewery intervention: the opening of the monument, the central node, and the vaulted beer hall.
The brewery is generated through the synthesis of these three systems. Each system gives the monument a new spatial experience; a democratic social space. The monument is once again repossessed and used to celebrate Czech culture. This conversion of the National Monument into the Czech National Brewery pursues a democratization of the monument.
View the exhibition here:
View the project details here:
Interview Publication with KooZA/rch's
How can we as architects work within this surveillance frame?
What should our role be?
The most crucial starting point is to take a stance on the subject. Architects should and will have to design for surveillance now and for many years to come. By establishing a basic understanding of what different views on surveillance means in terms of protection, crime prevention, control, or privacy, architects can learn to either work with our against the grain of surveillance and its advancing technology respectively. This project offers both architects and citizens of any city the opportunity to learn and engage with surveillance in ways otherwise not available. I believe this is important in the process of considering the implications of surveillance. We as designers and architects should engage with surveillance and other issues in order to design cities and architecture with full knowledge of the matter.
View the full interview here: The Snooper's Charter
Image as Art Competition Winner
From the Competition Website:
The winning images are selected by the panel on the basis of their aesthetic appeal, the nature of their subject matter and technical quality. The panel is particularly interested in images that affect a transformation in the eye of the viewer in translating or communicating the subject that they portray, which have the potential to alter the way that we view the world.
For more information on the competition, visit the UCL Doctoral School link below:
Bartlett B-Pro Publication
In this game world, Los Angeles is seen as a city of consumable iconography. As the player navigates through the city, distracted by a series of disorientating landscapes in search of LA's 'temples of consumption', they consume image after image and Los Angeles is rebuilt around them as a series of encounters. The famous sign at Norm's Diner - its Googie iconography memorably captured by Ed Ruscha - emerges from a soup of symbols to form a new urban monument.
The wandering player is drawn through a facsimile Los Angeles where the cultural influence of brands and icons starts to shape the morphology of the city. As they trek up the hill towards the Griffith Observatory and turn to face the city, its logic becomes clear, all this time the player has been twisting and turning through the boulevards and promenades their journey has been tracing a giant set of 'golden arches', the McDonald's logo, a Californian institution and owner of arguably the most recognizable global icon.
For more information on this project, visit Video Game Urbanism:
"...Marvelous @BartlettArchUCL #rc12bartlett architecture project reimagines Los Angeles in game worlds http://klls.cr/2qLkNxg ..."
Founded by a former Wall Street Journal culture reporter, Kill Screen is a publication dedicated to the intersection of play and interactivity.
For more information on this project, read the thesis published below:
Annual Student Journal Publication:
As an extension of the city, Overlapping
Microcare attracts a diverse population
into a single building that serves as
a community gather ing area with
entertainment and social functions as
well as a rehabilitation center to allow
for the reintegration of recovering
patients back into their community.
Through the dissolution of boundaries,
the housing proposal becomes a hinge
point to the East Side community of
Buffalo as it transforms an underutilized
parking lot into a park that is integrated
into a large housing complex.
Overlapping Microcare plays a vital role
in the mental and physical well-being
of residents of the building as well as
serving the community at large. Using
therapeutic methods such as walking,
aquatic, and music therapy, all of which
were identified as necessities by the
local community, Overlapping Microcare
presents itself as an active system to
engage and stimulate the public.
The residential units also support the
larger conceptua l framework of the
proposal with large shared balconies to
encourage walking and communication
among the residents. Seen as shortterm
housing as residents undergo
rehabilitation, the units reflect this
quality by providing flexible and large
open spaces as well as providing
comfort and tranqu ility through light
surfaces and textures, which make
physical and mental rehabilitation a