Lattern Street

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TEAM: Sharon So, Verena Leung – The University of Hong Kong – Hong Kong

Lantern Street – City as a Hyperconnected Instrumental Museum

Could museum be spontaneous and organically developed? This design envisions a high tech streetscape, in the vertical city of Hong Kong. It celebrates museum experience with hyperconnectivity vertically, inspired by layers of neon signs across commercial streets. This urban visual language of neon signs has been a dominating element in the city, where textual and visual communication present a sense of space in the dense city. These original 2-dimensional displays are transformed into 3-dimensional spaces that connect to the existing buildings, the same ‘add-on’ approach manifested in the neon signs system. These floating volumes form a vertical network of exhibitions that connect with different parts of the city, the movable capsule could also re create new connections across the street at upper levels that enrich the compositions of experience. One could view the city as a full picture of exhibitions but also walk through individual spaces for spatial experience around the cityscape. The notion of spontaneous museum is further illustrated with the interplay between exhibits and viewers in this setting, in which the multiple perspective of visual experience can be achieved.

The city is the museum.

Cook’s Tour

TEAM: Ho Wing Tsit Teresina, Tung Wai Yin Ryan (Hong Kong)

You scroll through Instagram and see your friend’s glittery photo, featuring Yayoi Kusama’s installation art as background. Needless to say, that photo has a minimum of a several hundred likes and you turn a little sour, because back to your page… well, you have nothing half as snazzy.

My friend, be sour no more.

Introducing the Photogenic Museum – the most camera-ready museum in existence. The museum chooses one of the five glamorous routes for its visitors to go on a cook’s tour, and the venue itself is bound to seek your attention (and that of your camera), along with other exhibits and visitors. Every nook and cranny has a potential to be pushed to the top of your page, if you have the skills to capture the right moments in the midst of moving at the speed of a train.

Of course, if you are not interested in staying on top of your social media game, you could also pay attention to the actual exhibits. Everything you see here is on display, and anything could be an exhibit – the only catch is for you to stay focused. Be ready to dive into a world of exhibits immersed in a sea of distractions.

Museum of all museums

TEAM: Mario García Gil, Pau Martínez Just, Spain, ETSAB, UPC (Polytechnic University of Catalonia)

Encycloseum: Museum of everything

encyclopedia: noun, book or set of books containing many articles arranged in alphabetical order that deal with the whole of human knowledge.

encycloseum: noun, a museum showing many subjects arranged in different rooms that deal with the whole of human
knowledge.

In 1751, Diderot, d’Alembert and other enlightened tried to compile all human knowledge in 28 books, giving birth to the Encyclopaedia. Today, in a fast-expanding world, Wikipedia contains 5,45 million articles (2294 books), impossible to grasp in a single human’s life.
At the same time, we have witnessed an expansion of the role of museums. Everyone wants their own one. There are more, they are bigger and they cover a greater range of topics. Museums are the churches of the XXIst century.

Is this the way to go? Is there something to learn from the Encyclopedia?

We propose the museum of all museums, a container of all topics. A matrix where all human knowledge is intertwined, where no topic is more important than the next one; gathered in a logical, non-hierarchized geometry, an array of spaces that can embrace any future topic.

Borders between disciplines are blurred, establishing sinergies just like in modern life. Therefore, a visitor can find Greek Architecture next to cinema or dinosaurs next to sculpture. Thus, new connections between topics aparently unrelated are now possible.

Time Based Museum

TEAM: Hang Zhou, China, The University of Sheffield

Time-based Museum is a container of continuing changing conditions. It allows constantly reorganizing and rearranging. The building is conceived as the space for transient occurrence and ephemeral events where people can participate in or experience artistic and seasonal activities. The space will be ever-changing and fully customizable. Artists have the liberty of creating their own identity within the confines of the time-based incubators and vitrines. Time based action art will be displayed. And the whole building is process-oriented.
Also, the project intends to explore the possibility of inhabiting the museum as a public space. Temporary, informal and intermediate uses, appropriation initiatives and experimental design-and- build projects have arisen from the need for new public spaces.

Living Diocletian

TEAM: Zrinka Radic, Croatian

Gamification of the “Living Monument”
While originally built as the retirement palace for the Roman Emperor Diocletian in the 4 th century AD, “Diocletian’s Palace” evolved into residential and industrial complex of the city of Split. Through the process of densification, it developed urban cultures, societies along with architectural and urban organizations. As a major historical core of the city, it has been facing negative effects and concerns by the mass short-term summer tourism.
This led to the fragmentation of most attractive monuments and it doesn’t present a coherent image of a complex urban and architectural unit. But what if the palace was considered as a whole, as a living interactive museum that is experienced through augmented reality game, without specific objects displayed? A dynamic museum that fosters a dialogue and conversation between the user, the palace, and its historical value. Using gamification, visitors could engage with the history, battles and events in multiple modes, with specific problems to solve, steps to follow and levels to pass. Such an immersive experience delivers knowledge to the user but also involves with experience.

Farm to Plate

TEAM: ALICEA CHIA, MALAYSIAN, UNIVERSITY OF GREENWICH

Farm to Plate
Revealing the stages of production to consumption
The supermarket culture today has worked its way into society, forming a dependency on ready-meals
and processed food. This has led to healthy eating being perceived as a difficult task, or an
inconvenience.
Farm to Plate recreates a setting in which visitors can observe how food is typically farmed and cooked to
finally ending up on their dinner plates. The stages of production and consumption are organised on
different levels of the building and are made transparent – from farming at entrance level, to harvesting,
cooking and dining at the top. The visual relationship between these stages allows visitors to be
constantly aware of where the food comes from and ends up. A composting system is also incorporated
to show how food waste can close the loop. Drawing from the Japanese culture, where the preparation of
food is often carried out in front of the diner, cooking becomes a theatrical experience; an art form.
Visitors are thrilled and educated on the benefits of healthy eating, which would duly change their
consumption habits.

 

MoM: Museum of Museums

TEAM: Andrea Di Nezio, Italy

 

Interactive research centre on the museum building typology

Classical museums, contemporary museums, museums of paintings, of scupltures, of art in general; museums of technology, of history, of food and wine, museums of civilization, of military, of wars, naval museums; interactive museums, educational museums, virtual museums, diffused and exploded museums, temporary museums, open-air museums, museums of the ordinary…

The museum has seen a lot of transformations and different hypothesis throughout history, so what to do next? How to innovate one of the most important institution of human civilization?

Of course there is no easy answer, so this project focuses its attention on the museum itself proposing the one museum that is missing: a museum of museums.

Organized over a simple grid of blocks, MoM will be the greatest museum ever existed showcasing all the museums ever conceived. It will function as much as a public museum as a research centre (host in a continuous and elevated structure) fostering the study about the museum typology with the porpouse of innovating it by experimenting new and unexpected designs.

The museums will be reconstructed empty since the protagonists of the MoM are the museums themeselves.

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