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The process of mining and transforming raw materials into the built environment tends to result in capital accumulation, as well as environmental exploitation. Additionally, the vast majority of inhabitants are typically on the receiving end of a unilateral design process.
Reversible Architecture proposes architecture as an interactive system of material and functional reversibility, foregrounding community engagement and the upcycling and reuse of construction materials. The proposal is tested at two scales and in two contexts. The first case study examines the Bartlett School of Architecture, whereby students are given the opportunity to redesign interior layouts within the existing building envelope. The second case study explores the applications of the methodology in Ukraine as an approach to empowering citizen-led urban regeneration.
Using a combination of gamification, machine learning and bespoke joinery systems, the platform encourages citizens to play a major role in city-scale redevelopment projects.
Each building type, although similar in structure, has a different anatomical make up.
A controlled concrete blast test was conducted and the concrete fragments were uploaded to the material library by 3D scanning. A digital simulation was also carried out to generate a set of bespoke parts.
Any building that is intended for demolition is 3D scanned, and a machine learning model is used to classify and sort the different materials. This in turn determines the sequence and approach to maximise the harvest.
These materials were first divided into five levels according to whether they needed to be processed or not, and then subdivided according to the shape and size of each material.
The Bartlett School of Architecture building was used as a case study to experiment with participatory design.
The approach was applied to the platform to enable users to collaboratively design and construct each stage of their community.
This is the work flow of the first game, which is used to create the community. The game used Bucha, a post-war Ukrainian city, as a site of experimentation.
In the second game communities are given the specific buildings and layouts. The functions of the buildings are reversible.
The collection, classification and qualification of various material fragments.
Various material storage points are distributed across the city to facilitate logistics.
Several connection methods were designed for different materials.
Due to the random nature of concrete fragmentation, the spatial typologies were voxelised into modules of 3.2m.
The material in the material bank is filled into the entire prescribed boundary by using a genetic algorithm. Each layer of wall is taken using boolean operations to take the merge set until the wall is completely filled.
The buildings' component blocks are divided into different voxels to analyse and label the structural dimensions.
As the machine fills each unit into the final module, they are reassembled into a new building. Here are all the units in the game after the user has spontaneously generated the space-filling materials.
A view of the final building.
Views into the different spaces.