Understanding how to measure is crucial in architecture because it allows designers to accurately represent and manipulate space. Euclid, known as the “Father of Geometry,” and Descartes, a French philosopher and mathematician, developed principles of the “Cartesian Grid.” This grid is a fundamental tool for studying geometry and form, organizing space through a system of coordinate points that provides a framework for visualization and creation.
The Cartesian grid consists of four sections, or quadrants, labeled as ++, +-, -+, and --, which help us navigate different spatial relationships. Each quadrant provides a unique perspective, allowing architects to explore various configurations and designs. When we introduce a third dimension, known as the “Z” axis, the possibilities expand even further. This addition creates a richer framework with an infinite number of points, resulting in combinations like +++, ++-, +--, and many more.
This three -dimensional aspect enables us to represent height, depth, and volume. By understanding how to effectively utilize the cartesian grid, we can create more sophisticated and innovative architectural forms that are well-structured and visually appealing.
We were tasked with choosing a “process” (from daily life, interests/hobbies, various life experiences), and create a 3D architectural representation of that process within a 4” x 4” Cartesian grid.
Beginning the project, I narrowed my focus down to snowboarding and skateboarding and began sketching every idea that came to mind.
I initially wanted to focus on skateboarding or make a mix of the two, but as I continued brainstorming, I found I had more objects that I could incorporate into snowboarding.
Whilst brainstorming I put a focus on having a variety of objects that depicted feelings and emotions as well as physical objects that I could tie together to create multiple stories.
As my ideas started to become fully formed, I realized that the complex shapes and designs I wanted to achieve would be difficult to sketch together on paper.
My solution to this dilemma was the video game Minecraft, as it allowed me to freely build and design my objects together with accurate dimensions for this project. Although unconventional, it allowed me to spend more time redesigning and perfecting my model, to be visually pleasing and efficiently represent many ideas.
Immediately following my initial Minecraft model I created a foam core study model. This was extremely useful to me in the long run as the model I made in Minecraft made me overconfident, and having a physical model to view allowed me to more accurately visualize what my builds would really look like.
Where I thought my model was perfect in the game, the physical model allowed me to better see where things were cramped, and where important parts of the model were being covered or drowned out by other parts of the model.
Using my physical foam core model I redesigned the model 2 more times in Minecraft.
For my second and third models, I found a way to convert my builds in Minecraft into Stl files that I transferred into Fusion 360 to create animations of my study models for presentation, so I could spend more time creating my final model.
My second study model has better organization than my first study model; overall, I felt each part belonged where they were in this model compared to the first model, which was more focused on fitting everything into one.
However, it suffered similar issues to the first model when it came to crowding.
My third model took the organization from the first two models and simplified them down to show the most important parts of the model.
The intricate details and shapes of my models led to plan cuts that just didn't quite make sense or help to show useful information; so, instead, I decided to create an animation of the plan and section cuts moving through the model to give a similar understanding of the model.
Top Right: Top Elevation / Bottom: Rear Elevation / Left: Right Side Elevation
Axonometric
1 Point
2 Point
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