Wednesday, 7 November 2012

Presentation

Presentation:

Assignment 2 Presentation

The following paragraphs are my two scenarios for Paddington in 2032.

Introduction:
Paddington Central had served the community well for almost 2 decades before major redevelopment was required in 2013. This was an incredibly short lifespan for a modern building. A lack of foresight during the initial design process had delivered a stifled project that lacked the ability to adapt to future scenarios. The dated styling and fixed layout meant that retrofitting new technologies was almost impossible. As a result, customer numbers dropped and the centre became untenable – re-development was required.

The site challenged designers to create a structure that would adapt to new technologies and accommodate the changing needs of the surrounding community. This buildings primary function would be to provide recreational options for the downtime of the community.


Scenario 1: The Consumer
Advances in technology have vastly improved productivity leading to less time spent at work. IT and R&D have become the new boom sectors and by 2032 the majority of people work from home by remote interface. Less time spent travelling to and from work has resulted in an increasingly efficient workforce with a richer work-life balance.
Most menial and labour-intensive jobs have been delegated to robotics post automation-revolution.

In fact, even routine tasks like shopping have been made efficient through the use of “smart-technology”. Fridges are able to sense when a product is nearing its use-by date and will prompt the resident to purchase replacement goods and even send the order.
This increase in personal down-time promotes opportunities for social interaction and recreational endeavours. Although technology allows consumers to purchase products from home, social interaction is still a necessary part of everyday life. In the past, shopping malls, centres and department stores were popular venues for social engagement however rapidly changing technology has meant that the traditional role of the shopping centre has changed. These centres have evolved into “recreational centres” and host a variety of virtual and physical experiences.

Paddington Central is the latest incarnation of such a facility. It showcases cutting-edge technology and offers the customer a variety of virtual and social activities. In fact, activities can be divided between virtual experiences and physical experiences.
Virtual experiences inhabit the west wing of the facility and include; virtual shopping in holographic stores; virtual boardrooms, offices and meeting rooms; alternate-reality suites offering experiences such as virtual holidays; virtual liaisons or just about any activity you could imagine. The virtual wing is an ever-changing mix of holographic tenants that deliver very real experiences.

Physical endeavours inhabit the east wing and include a health and wellbeing centre, gymnasium, crèche, and several bars, cafes and restaurants. All bars  cafes and restaurants are located on the east facing balconies and overlook the Warmington Street square where a huge screen is projected onto the wall of the multi-level carpark. This screen plays host to interactive advertising, major sporting and musical events, open air movies or can even become user interactive by mimicking the movements of passing pedestrians.
The entry courts glass floor allows viewing of the automated distribution centre below. Pedestrians are entertained by robotic gofers as they fetch products to be delivered, much like an oversized vending machine.

In every way - Paddington Central offers the public a visual spectacle and an opportunity to be entertained.

 The user experience is vastly different from that of the turn of the century and this is also reflected in how the centre operates behind the scenes.


Scenario 2: The Retailer
The 2020's signified a massive shift in paradigm for the retail sector. The age of internet shopping ushered the transition from a tactile, physical and social experience to a virtual, on-line and private experience.  The key concern for established retailers was the decline of walk-in customers and the inability to tailor services to individual customer needs. On-line shopping was an impersonal approach to customer service that bred a long period of retail uncertainty as customer numbers dwindled.
To combat this, the following decade saw a huge push in the development of the digital retail experience. Interactive walls became commonplace within department stores - no longer was there need to hold stock on the floor. Orders were paid for and zapped digitally to remote warehouses where an automated warehouse system was set in motion to retrieve the product and deliver it to the customer. Although ultra-efficient and cost effective, this technology lacked the tactile experience of customer-product interaction - one of the most instrumental psychological tactics to selling any product.

During this period, vast advances were made in holographic technologies. The larger conglomerates were fast to adopt the new technology, seeing it as an opportunity to fill the void. Customers were now able to interact with their virtual product both visually and physically. Holographic technology had been developed to such a standard that it was able to send electronic nerve signals from the skin's surface to the brain that would duplicate the sensations of touch - the harder you push the stronger the signal. Virtual shopping as a social outing was re-born. Shopping centres began to flourish as customers returned.
As a consequence of this technology, it was discovered that individual shops no longer required physical walls. Holographic projections could be used to not only signify perimeters but also project the regular features of a physical store to such a standard that it was almost impossible to differentiate a holographic wall from a physical wall. Although existing virtually, these holographic walls are physically impenetrable due to the signals that they send to the brain. As a result of this discovery, the arrangement of space bore infinite possibilities and tenants were able to reconfigure their spaces without physical disruption to the greater department store. Similarly, the entire outer skin of the building could be a holographic projection – able to depict any image desired, in fact time-lease on facade advertising has become a lucrative income generator for the facility.

This change in retail experience had significant consequences on the design of recreational facilities. The need for physical walls diminished as the need for open-plan space increased. Construction of department stores now resembled that of multi-level car-parks. All that was required to accommodate a modern recreational centre were columns, floor-plates, food and beverage facilities, amenities and circulation. Although sparse and austere, this construction also guaranteed the future use and re-use of the facility. Over-engineered footings guarantee that any need for further extension would be a simple case of adding more floors to accommodate growth.
Paddington Central's unique point of difference is that where other recreational facilities have remote distribution centres, Paddington Central's is located on-site. Three levels of subterranean warehouse covering a combined 28,000 cubic meters of tenable space is leased out to tenants and provides a generous income for the facility whilst entertaining pedestrians on the square above.

 
Summarise:
This developments objective can be described simply in the following points;

·         Paddington Central has been redeveloped to embrace and showcase new and emerging technologies.

·         Its simple design encourages adaptable use and future re-use.

·         The structure has been designed for ease of future extension by adding more floors as deemed necessary for future growth and densification.

·         Paddington Central encourages pedestrian interaction by allocating 45% of the ground plane to open public space.
But above all;

·         The facility’s primary objective is that of providing entertainment, recreation and relaxation for the increasingly time-rich community.

 
Other text from panels:

Technologies:
Sci-fi creations such as holographic imaging and robot workers are already a reality. Leading companies are investing heavily in the research and development of these fledgeling technologies, and by 2032 they will be seamlessly integrated into our lives to such an extent that we won’t know how we ever did without them. Technology forecasters predict that quality of life will increase as productivity is streamlined, leaving us with an improved work-life balance. It is this increase in downtime that has forced a shift in paradigm for shopping centres and malls. By 2032 we will require facilities that offer not only products but opportunities to pursue recreational endevours and social encounters.

Subway Mag-Lev:
Brisbane’s Mag-Lev Subway System was installed in 2021 as a means to improve infrastructure and reduce emissions. Paddington Central Station will be retained and updated in conjunction with the Petrie Central Development.

 
Presentation Panels:
 
2 x A1 Posters
 
 
Enlarged Individual Panel Images:
 
Site Plan
 
Technologies.
 
Features.
 
 
Floor Plans.
 
 
3D Section.
 
 
 
 


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