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Lester Lim | CV & Architecture Portfolio IV

Selected works completed during my Bachelor of Science and Masters of Architecture in SUTD.

Selected works completed during my Bachelor of Science and Masters of Architecture in SUTD.

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PORTFOLIO

LESTER LIM

2018-2021

SELECTED WORKS


LESTER

LIM

ARCHITECTURE GRADUATE

SINGAPORE UNIVERSITY OF TECHNOLOGY AND DESIGN

BIOGRAPHY

Hello! I’m a 26 year-old Architecture designer from Singapore. My interest in architecture was

sparked from my love for sketching and creating spaces that will help improve the lives of

others or craft an experience. I have an interest in humanistic and social design, and believe

that modern developments should still retain character, whilst driven by eco-sustainability,

ethical values and implementing new materials and technologies to provide a better quality

of life for people. My interest in art, music and films drive my appreciation for different

cultures and alternative approaches to design, influencing the way I think about architecture.


CV

CURRICULUM VITAE

LESTER LIM

EXPERIENCE

EDUCATION AND AWARDS

Apt blk 438A Sengkang West Ave

#04-339

Singapore 791438

+65 81825754

lester_lim@mymail.sutd.edu.sg

@leslimstudio (instagram)

ARCHITECTURAL DESIGNER

MASTERS IN ARCHITECTURE

Ong&Ong

| Feb 2022 - Present

Architecture and Sustainable Design

Project Typologies:

Transit (MRT Stations), Research and Academia (Co-teaching),

Publications and Graphic Design

Job Scope & Responsibilities:

Worked in a tight-knit team to produced winnning tender

submissions for MRT station projects, including design,

construction and authority submissions.

Also proposed, planned and co-taught Core and Option

studios under the Architecture and Sustainable Design course

in SUTD, before moving into producing publication works to

consolidate the design work and insights from the studio.

Learned valuable coordination and managing experience

working with various partners for both academia and industry

projects.

JUNIOR ARCHITECTURAL DESIGNER

WY-TO Architects | May 2019 - Aug 2019

Project List:

Le Faubourg Citoyen (Mixed-use Residential)

NParks Seedbank (gallery interiors/exhibtion)

ilight 2019 proposal (Installation)

Responsibilities:

Worked closely with the managing director to produce design

proposals and development, on top of producing construction

drawings and graphics. Gained valuable managing experience

through meetings with clients, contractors and

manufacturers both in France and Singapore, as well as

overseeing the fabrication and installation of gallery features.

ARCHITECTURAL INTERN

Spark Architects | Sep 2020 - April 2021

Project Typologies:

Commercial/Mixed-Use, Hospitality, Retail, Adaptive Reuse,

Masterplanning

Responsibilities:

Worked with an international team, covering research,

conceptual and schematic designs as well as model-making

for projects of multiple typologies. This included mixed-use,

hospitality, commercial, adaptive re-use and sports complex

projects across Asia.

Singapore University of Technology and

Design | 2020 - Dec 2021

Scholarships and Awards:

Asia Young Designer Award - Silver 2022

Master of Architecture Thesis Award - Social Innovation 2021

Board of Architects award - Top in Masters 2022

INDE. Awards - Shortlist 2022

BACHELOR OF SCIENCE

Architecture and Sustainable Design

Singapore University of Technology and

Design | May 2017 - Aug 2020

Scholarships and Awards:

SUTD Honours List 2019/2020

ASD Core Design Certificate of Merit 2020

Kwan Im Thong Hood Cho Temple Scholarship 2020

BCA International Building Design Competition 2020 (merit)

TAK Study Award 2019

ACADEMIA AND EXTERNAL PROJECTS

Designer & Graduate Helper

Asst Prof. Jackson Tan, MCCY | Youth-Topia |

Nov 2020 - April 2021

Designed and Co-coordinated the fabrication of the “Stomping

Ground” installation held at the Scape Youth Park. Liaised with

graffiti artists to collaborate with us on the installation, as part

of the project’s vision.

Graduate Helper

Asst Prof. Peter Ortner | HDB ‘future of living’

virtual exhibit | Sep 2020

Coordinating 3D models across studios and creating masterplan

renderings for the virutal exhibit

Teaching Assistant

Core Studio III & Digital Design Fab

Jan 2020 - April 2021

Preparation of teaching materials, conducting lectures

and giving design consultation for student studio

Design Team

Prof. Michael Buidig | MapleTree |

February 2020 - May 2020

Designing a bench with recycled wood and carbon fibre for

MapleTree Holdings

SOFTWARE SKILLS

INTERESTS

Rhino

Grasshopper

Sketchup

Autocad

Revit

Enscape

Twinmotion

Lumion

Vray

QGIS

Adobe Illustrator

Adobe Photoshop

Adobe Indesign

Adobe Premier Pro

Experiential Design Graphic Design

Automobile Design Music

Rock Climbing

Films

Film Photography

Sketching

LANGUAGE SKILLS

ENGLISH

MANDARIN


CONTENTS


ARCHITECTURAL PROJECTS

PACKARD ESTATES

GOSEONG FILM STRIP

COMMUNE-NICATE

STOMPING GROUND

GRAPHIC PROJECTS

AAI PUBLICATION


1

PACKARD ESTATES

REIMAGINING THE AMERICAN DREAM OF SUBURBIA IN

DETROIT

Location: Detroit, Michigan, USA

Advisor: Peter Ortner

Summer-Fall 2021

Masters in Architecture Thesis Project

28 weeks


The advent of autonomous electric vehicles in the near

future will make the nature of mobile vehicles increasingly

nebulous: what will be the difference between your living

room and your car? This thesis posits that there will in fact

be no difference – with the production and inhabitation of

vehicles and homes mixed and no longer distinguished. This

future implies a drastic change to our car-obsessed urban

environment promising not only a more freely mobile future,

but also one which permits us to redefine the sustainability of

car culture and the suburban lifestyle.

This project thus questions if the new form of mobility explained

earlier on can stitch spaces back together? It is mainly inspired

by the idea of Woonerfs in the Netherlands, which translate

to Living streets, where suburban neighbourhoods are far

denser and sustainable, with common front yards and shared

spaces for humans and vehicles to inhabit. This is crucial

due to the fact that in typical metropolitan developments,

vast amounts of building area are set aside for parking

requirements, creating large, banal spaces that often feel

dangerous and uninhabitable.

The resulting form is a terracing groundscraper structure that

seeks to take back the streets for the people in this industrial

wasteland, along with attempting to establish a vertical

suburban form instead of resorting to skyscrapers, which are

often criticized at alienating people from street life and the

city.

It also challenges the boundary between cities and suburbs,

by re-introducing this suburban concept into Detroit’s

wider metropoliton area. This strategy draws the suburban

population back into the city, as a counter thesis to the

suburban sprawl growth model the American typically adopts

for housing.

The houses and amenities will be built over the Packard

automotive plant, which will be preserved and serve the


TECHNOLOGY OF

THE FUTURE

The automobile of the past will be obsolete, And is being

replaced with new, clean autonomous vehicles providing

safer travel alternatives. Detroit, known as the motorcity for

its historical role in automotive production, is now one of the

frontliners for Autonomous vehicle development as well.

This drastically changes the way we live and move, forcing

us to rethink how humans and architecture can interface and

evolve with this new technology. There are existing architectural

projects exploring the new conditions that can be afforded,

from autonomous living, to drive up spaces, travelling spaces,

and economical usage. These advancements all gives us

grounds to rethink the way we build our cities and spaces.

Trip Planning

Self-driving vehicles plan their

route by accessing maps, traffic

data, road and weather conditions,

toll information, and more.

They continuously refresh all that

data throughout the trip, in real

time, via an internet connection.

Co-Driver

In the trunk of the vehicle lies the

brains of the operation: the

computer that processes all this

data through algorithms and

converts it into driving decisions

(when to stop, back up, accelerate,

slow down, change lanes,

and more). It is a very powerful

computer, akin to a mobile,

multi-server data centre.

Panoramic Vision

A mini dome mounted on the car

houses a LIDAR unit to help the

vehicle “see.” Using laser beams

rather than radar waves, LIDAR

generates dynamic, three-dime

sional imagery for as far as 60

metres in every direction. The

mini-dome also contains video

cameras that recognize traffic

lights, signage, pedestrians, and

cyclists.

AI-Eyes

A system called “computer vision”

processes the combined data

from the LIDAR, radar, and

camera systems to identify street

users; classify them as pedestrians,

vehicles, or cyclists;

anticipate their movements;

incorporate road rules; and make

driving decisions.

FOR PROBLEMS

FROM THE PAST

When it comes to living in America, we think of the suburbs,

which is fraught with urban and sustainability issues. It has

come to represent the endless, problematic growth and

sprawl model of development in American cities, as well as

political and social issues.

It is built on the concept of mass produced homes, like how

cars were produced, in sprawling pieces of land zoned purely

for residential usage, built upon a vicious cycle of automobile

depency, caused by the post-war industry and baby boom.

The urban and social characteristics of the suburbs has been

long entrenched in the American way of life, represented

here by Levittown, one of the pioneering suburban model

of development created by William Levitt in the late 50s. It

features sprawling, single family homes made affordable

via cheap mass production and attractive mortgage loans,

driving masses of Americans to purchase these homes. It was

the American dream to have your own piece of property and

yard, along with a car in these car-centric developments.

These suburbs are often characterised by big box stores, with

even larger parking lots to accommodate the cars .

The wider metroplitan area is riddled with vacant property as

most of Detroit’s population have fled to the wider suburbs.

Public transit in the city is only available in the downtown

area, with the wider parts relying heavily on cars to get

around. For a sprawling, hollow city like Detroit suffering

from limited resources, Density is destiny for the sake of the

efficient allocation of resources and safety.

Feeling Feet

Existing vehicle GPS systems are

typically accurate within one or

two metres; a self-driving car

requires greater precision than

that. Its position estimators, moun

ed on wheels, can count tire

revolutions and sense lateral

movements. This data is layered

atop detailed digital maps that

include road grades, speed

bumps, and curb-cut locations to

determine the car’s exact position.

Diagrams by Author

Information source: Sidewalk Labs MIDP Vol. 2: Mobility

Lessons learned and shared

All this data is cumulative, just like

years of driving experience. As

the car encounters and navigates

new or unusual situations, it learns

from them for the next time — and

shares this learning with every car

in its fleet.

Eyes on the ground

Front-and ear-mounted radar

units determine the exact distances

between the vehicle and other

moving objects. Additio al cameras

and LIDAR sensors can also be

mounted low on the vehicle.

TOP RIGHT

Composite Urban Artifact

drawing, representing

the American Dream

of Suburbia- depicting

scene of Levittown,

stereotypical depictions

of 1950s suburban life

and common big-box

stores

BOTTOM RIGHT

Composite Urban Artifact

drawing, depicting the

infamous Packard Plant

in Detroit, with its history

of automobile history

on the left and possible

future of manufacturing

autonomous

homes in the future


The American Dream of Suburbia: Mass Production, Urban Sprawl

& Oversized car-centric developments

Manufacturing Identity: Can we transform what was a factory for

cars into one for the production and inhabitation of mobile homes?


DENSITY IS DESTINY

The wider metroplitan area is riddled with vacant property as

most of Detroit’s population have fled to the wider suburbs.

Public transit in the city is only available in the downtown

area, with the wider parts relying heavily on cars to get

around. For a sprawling, hollow city like Detroit suffering

from limited resources, Density is destiny for the sake of the

efficient allocation of resources and safety.

360 sqkm land area

Fallen to 40% of population

Automobile

Industry Boom

Higher use and demand for automobiles

More jobs and higher salary

Purchase of

cars & houses

in the suburbs

More infrastructure to support

Construction of

highways

& suburbs

50 years ago

5000 Officers

<3 mile crime

scene radius

Today

3000 Officers

>7.5 mile crime

scene radius

Difficult to implement municipal service:

Detroit’s Urban Growth Model: Vicious cycle of sprawl

and automobile dependency

Fire Department, trash collection, road

maintenance, street lighting etc

SITE SELECTION

The Packard Automotive plant was chosen as the project’s

intervention site due to it’s iconic reputation for being the

epitome of post-industrial decay and abandonment in a

rust-belt city like Detroit. It sits in between two residential

neighbourhoods that have vast amounts of vacant homes

and many more slated for demolition, due to reasons like

economic downturn, the lack of access to amenities, safety,

suburban flight etc. These highly-layered issues stem mostly

from the poor urban structure of Detroit which was built to

serve the 20th-century automobile-boom economy.

Image Source: https://www.autoblog.com/photos/packard-automotive-plant-auction/#slide-1550109


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DESIGNING FOR

OPTIMISED MOBILITY

Woonerf: Living Streets

Streets and highways today reflect a century of investment in

auto-oriented infrastructure that has failed to provide reliable

or safe urban mobility

To understand some common practices and guidelines that

have been set out for Autonomous Urbanism, a literature

review was conducted on Sidewalk Lab’s MIDP and

NACTO’s Blueprint for Autonomous Urbanism, and relevant

research isights have been charted out in this chapter.

The main principles for deployment and design for autonomous

and electric vehicles include designing for safety, data-driven

decision making and using technology as a tool.

Flush curbs

with vehicle speeds at bicycle

pace, pedestrians, cyclists and

vehicles interact semalessly by

using separated but flush lanes

Reinforcing Safety

Movable street furniture

can be used to reinforce

safe site zones in a mixed

curbless environment

Low-Speed access

Self-Driving Vehicles should

travel at cycling speeds to

ensure accessibility and

comfort for pedestrians

Mobility infrastructure

To support mobility,

infrastructures like bike

sharing, charging facilities

should be in place.

Green Infrastructure

Trees, bioswales, and planters

reduce stormwater runoff, while

roviding shade and evaporative

cooling for the neighbourhood

Pedestrian Priority

Pedestrians rule the streets,

and self-driving vehicles could

be routed there by real-time

navigation systems. Only Local

traffic and deliveries permitted,

limited at 10mph.

Play Streets

Residential streets are primarily

for residents to enjoy, and street

amenities like heated pavement

and movable furniture can

help activate these informal

frontyards into shops, gathering

spaces, fairs etc.

LEFT

Axonometric Diagrams

on how dynamic shared

streets could be crafted

for Autonomous vehicles,

created by Author.

Referenced from

Sidewalk Labs MIDP

Vol.2: Mobility

RIGHT

Concept and

Axonometric Diagrams

explaining the design of

Woonerfs, created by

Author.

Referenced from

Hennepstraat, a Woonerf

in Utrecht, Netherlands


BUILDING BETTER

NEIGHBOURHOODS

Woonerf: Living Streets

The main inspiration behind this proposal was to combine the

idea of mobility-centric design and ‘Woonerfs’.

The living street, or ‘Woonerf’ model, originated as a

movement in Delft, The Netherlands, in the late 1960s in

response to the dominance of vehicles affecting the city’s

historic cityscape. This typology, pioneered by Joost Vahl, a

Dutch engineer, was approved by the Dutch government in

1976 as a new residential street style 1 .

The fundamental goal of living streets is to create streets

that are shared communal spaces that can be utilized for a

number of purposes, not just as a vehicle thoroughfare, but

also as a residential garden that can be used by walkers,

cyclists, and automobiles 2 .

Hierarchy of

Realms

Efficient Use

of Space

Living Streets

Create Active

Streets

Increase

Socialization

Increase Level

of Safety

The Woonerf’s successful integration of vehicles and people

spaces to create a street that is accessible by all serves as

a great real-world precedent to understanding the dynamics

of building safer, and better car-mixed spaces for an

autonomous, clean energy future.

Speed Limit: 10 km/h

Low speed limit ensures comfort

of all users in the street

Flush Curbs

A singular paved surface

establishes a common shared

street between alll users, with

only change in tiling patterns

to demarcate certain parking

zones

Outdoor Street Furniture +

Play Spaces

Residents are free to put out

street furniture and features

to create their own extended

“living room”, creating a “living

Street” for their neighbours and

themselves

On-street Parking Arrangement

as Traffic Calming Tool

Irregular arrangement of parked

vehicles forces drivers to drive

more cautiously through the

streets

Narrow, Meandering Streets

Narrow, meandering streets will

force drivers to exercise more

caution when driving through

these streets, and deter most

drivers from passing through it

unnecessarily

On-Street Bicycle Parking

In the Netherlands, road

priority is given to pedestrians

and cyclists. Thus, space and

infrastructure for cyclists is

provided on the streets.

Landscaping

Planters, trees, shrubbery

are placed around the street

to calm traffic, as well as to

provide shade and a greener

environment for a livable street

1 Bruce Appleyard and Lindsay Cox; At Home in the Zone;

Planning; volume 72, number 9; 2006; p. 31.

2 Thomas, N., & Mihaly, W. (2014, August 27). Woonerf.

Streets without Cars. https://streetswithoutcars.wordpress.com/tag/

woonerf/



The main neighbourhood street model for Packard Estates was inpired

by the concept of safe shared streets from both Sidewalk labs

and the Woonerf model.

The housing structure consists of a mix of vertically-stacked, 5 over

1 typology synced with the neo-suburban type. They are connected

in a loop via the repeated hypercores, which hold both the housing

and residential lifts, with recreational programs tucked underneath

for easy access on both sides. Ample public space will be provided,

and the repurposed plant will be used for commercial purposes

like the big box stores that characterises suburbs, as well as for

manufacturing the house units and extensions.

This idea draws on the Packard plant’s historic industrial identity

and a manufacturing plant for automobiles, projecting it into the

future as an infrastructure for manufacturing autonomous homes

and vehicles. These themes of industrial production is eomthing both

the American suburbs and automobiles share. They are both massproduced,

sold in a catalogue and the modified by owners.

This project takes a modern approach to this theme, by allowing

residents to design/modify their homes and mobile rooms via

an app and place a build order for it, which will then be sent to

the manufacturing branch of the plant, where both the homes

and mobile pods are manufactured for seamless integration. The

completed pieces and pods will be sent upwards via a funicular

straight from the factory, to be piece together on their allocated 7

by 8m lot.

This forms new prototypologies that imagines how vehicles and

homes can be seamlessly integrated and configured, with flexible

modifiable options like roof and window types


FLEXIBLE SOCIAL

SPACES

Apart from acting as a shared front yard for the homes, these

long horizontal passageways, become social spaces like

sidewalks or streets, rather than just circulation infrastructure.

The insistent repetition of program calls for relief—for “spaces

for doing nothing,” or rather, “spaces where anything can

happen.” These spaces are essential for the social dynamic

of buildings.

FULLY CUSTOMISABLE UNITS

Design/

Modify

Purchase


LIVING PROTOTYPOLOGIES

Single-Level

COMES WITH 7 DIFFERENT

ROOF OPTIONS!

SINGLE STORY UNITS

SINGLE BEDROOM

MOBILE LIVING ROOM

MOBILE LIVING ROOM

8000

8000

5350

CUSTOMISABLE WINDOWS

7000

6086

TRAILER

SINGLE STORY UNITS

SINGLE STORY UNITS

8000

8000

8792

MOBILE LIVING ROOM

MOBILE LIVING MOBILE ROOM LIVING FOOD ROOM TRUCK OWNER MOBILE LIVING ROOM

FOOD TRUCK OWNER

4000

4000

4000

ENTIRELY MOBILE FRONT

FACADE

8000

8000

8000

8000

8000

8000

8000

8000

5350

5350

5350

5350

MOBILE LIVING ROOM

7000

6086

7000

6086

6086

7000

6086

7000

TRAILER

Double-Level

TRAILER

DOUBLE STOREYUNITS

DOUBLE STOREYUNITS

8000

8000

8792

8000

FLEXI LIVING

8000

8792

GRANDPARENTS

GRANDPARENTS

VISITING RELATIVES FLEXI LIVING

VISITING FROM FLORIDA VISITING RELATIVES

HOME OFFICE/BUSINESS VISITING FROM FLORIDA

4000

4000

4000

4000

4000

4000

8000 8000

LEVEL 2

7000

8000

8000

7000

8000 8000

LEVEL 2

8000

7000

8000

7000

8000

8000

8000

8000

7000

7000

8000

8000

7000

7000

7000

7000

7000

7000

7000

7000

DOUBLE STOREYUNITS

LEVEL 1

DOUBLE STOREYUNITS

LEVEL 1

FLEXI LIVING

VISITING RELATIVES

GRANDPARENTS

GRANDPARENTS

FLEXI LIVING VISITING FROM FLORIDA VISITING RELATIVES HOME OFFICE/BUSINESS VISITING FROM FLORIDA

HOME OFFICE/BUSINESS

8000 8000

LEVEL 2

7000

8000

8000

7000

8000 8000

LEVEL 2

8000

8000

7000

7000

8000

8000

8000

8000

7000

7000

8000

8000

7000

8000

8000

7000

7000

7000

7000

7000

7000

7000

7000

7000

LEVEL 1

LEVEL 1



COMMUNAL LIVING

The community courtyard is designed as

a central public space that will act as a

market hall for the residents in the district,

creating a more integrated social food

place instead of the vast, banal fast food

chain littered around the city. It features reconfigurable

mobile food store pods that

can be adapted to hold seating areas on

the mezzanine level or green roofs.

The courtyard will also feature mobile

greenhouses that hang off of the vertical

superstructure. This was inspired by the

increasingly popular agrihood movement

in Detroit where Detroiters transform vacant

lands into farms to produce fresh foods for

the city, as well as the typical suburban

imagery of tending to your personal

garden/lawn. The provision of these

mobile greenhouses inspire more residents

to participate in the agricultural movement

and grow fresh produce for the community

too, as well as aid in the distribution of the

produce, empowering the residents of

Detroit that are trying combat the lack of

fresh food supply in the city.

TOP LEFT

View from the upperdeck

of mobile food store

pods in the community

courtyard

BOTTOM LEFT

View from along the

street, facing the hanging

mobile greenhouse pods


SUSTAINABLE

ENERGY

Energy will be mainly derived via solar

and hydro sources, captured by the pv

canopies on the lower levels and tracking

pv panels on the core roof. This helps to

capture solar and hydroelectric power,

as well as water supply, which wil be

stored in batteries and water tanks, before

being distributed via the integrated super

structure to the homes and programs.

Reimagining the Packard plant as a place

for both production and living transforms

its identity from an abandoned industrial

site, to an inhabitable infrastructure for the

city, whilst tackling some of the many issues

which plagues the city. This is a counterthesis

to the American sprawl model of

growth, in hopes of giving back the land

to the environment instead of constantly

taking more.

RIGHT

Schematic diagram

of the energy

ecosystem prposed

for Packard Estates,

that harnesses natural

energy and resources





2

GOSEONG FILM STRIP

REDEFINING TOURISM AND CROSS-BORDER RELATIONS

Tourism New Deal

Location: Gangwon Province, South Korea

Instructor: Calvin Chua

Partner: Lucas Ngiam

Summer 2021

Option Studio III

14 weeks


The purpose of this studio was to rethink and redefine the

future of tourism industry as a sustainable practice. One

that moves away from a consumption model towards a

contribution model, where tourism sustains and strengthens

existing social, political and environmental conditions.

In partnership with the Gangwon Development Initiative,

exhibiting at the Venice Biennale 2021 Korean Pavilion, we

will envision the future of post-pandemic tourism through

the context of Gangwon, a divided province on the Korean

peninsula for the past 70 years. Despite its division, Gangwon

province has also been the site of experimentation for

diplomatic reproachment since the late 1990s. Tourism was

used as the tool for this experimentation, where dedicated

resorts were built for South Korean tourists to visit Northern

Gangwon province. However, the experiment has been

stalled due to wider geopolitical tensions.

As noted by several analysts, one reason for these failures

can be attributed to the focus on centrally planned largescale

tourism zones and infrastructure projects that are

acutely exposed to the pressures of domestic politics and

international geopolitics. A new model of development is

sorely needed, one that relies on smaller scale, decentralised

urban interventions that enables exchanges and dialogues

between visitors.

Therefore, the central interest of this studio is to design new

forms of tourism architecture. Can tourism be the stimulus

for post-pandemic economy recovery and a diplomatic

restart for a troubled region? How do we design smallerscale

tourism infrastructure for dialogues and exchanges for

peacebuilding?

This proposal is inspired by the prevalence of television and

film in the culture of both North and South Koreas, using this

as a medium to flirt with the boundaries and transparency

between the two sides. Ultimately, Goseong Film strip is a

project that reimagines the border between North and South

Korea.


SITE CONTEXT

The shaping of the project started out by an initial study of the

various tourist attractions within the DMZ, and those that lay

near the border. These attraction hold mainly 5 main types

of programs - observatory, park, museum, village or Military

installation.

Gangwon Province alone has at least 12 of these peace

attractions. Understandably, their intended purpose could

be limited due to the present geopolitical climate. Thus, this

project aims to start a conversation of what more these peace

parks could bring.

Most of these peace attractions promote reunification and

hopes for peace among both Koreas, but never seem to

really facilitate conversation between the people from both

sides. Rather, they all act as standalone islands, repeating

the same message of hope to those who visit them while

portraying North Korea as a form of entertainment through

their lens.


Existing Site condition - Goseong DMZ museum as a standalone “island” of attraction

Study of Goseong’s Urban Fabric

As we studied Goseong’s development, the most striking thing

that we noticed was the indiviuality of th peace attractions.

While travelling towards the 3 peace attractions, there is a

sense of organic urban growth in a nearby town along the

road networks.

In contrast, the controlled placements of each of these

attractions evokes a strong presence of isolation as one visits

them.


LEFT

Composite Urban Artifact

drawing, representing

the existing site conditions

and attractions, as well as

the Donghae-Bukbu rail

line that connects North

Korea (Kosung Station)

to South Korea (Jejin

Station)


DMZ Museum

Unification Observatory Tower

Korean War Exhibition Hall

Unification Observatory Deck

Study of existing everyday elements - stairs, ramps etc, as compared to the monuments to which they support

Study of non-monumental everyday spaces in South Korea, which evolved from “Pimatgols”, which were side streets used by the commoners to avoid bowing to the

noble-class back in the feudal era.


So far, these peace attractions so far have just been marketing the

idea of reunification – and not used as spaces to bring both countries

together. This project explores the possibility of moving past this passive

approach through these peace attractions, and question: what if it was

more active, by bringing some disorder, a little life, into these peace

parks in the name of peace.

Goseong Film strip is envisioned as a production studio for film and

TV shows - with both the South and the North Koreans becoming

the cast and crew of the media, working and participating together

through inter-Korean projects. What is common between the media of

both Koreas, are its everyday streetscape – the backdrop to the various

scenes in their own creative content. Furthermoresuch a proposal has the

potential to appease both sides: by providing more locations for filming

to SK’s burgeoning film industry, and possibly for the NK government

to satisfy the public’s desire for South Korean content.

When looking at where the dmz museum is located, visitors are forced

to only experience what is found within the museum and around its

periphery. The experience itself, by nature, will lean heavily towards a

South Korean identity. But we find that one can remove himself out of

that narrative, in generic places such as commercial spaces, Or among

public spaces and public infrastructure.

Thus we envision that while filming within Goseong film strip, it will not

emphasize much of the peace attractions themselves, but the public

spaces and elements.

We want to transform these symbols of hierarchy, into filming spaces

where the appreciation/understanding of these peace park facilities

are no longer understood as landmarks, but in their most distilled

elements as stairs, ramps etc


The immediate benefit of Goseong Film strip applies to the

inter-Korean production cast and crew, providing at least

1000 jobs and the required facilities for their production

to take place. In addition, there is the knock-on effect of

bringing more tourists into the site as they become fans of the

programs. As a result, both North and South Korea will enjoy

the increased revenue that is brought in by these recreational

tourists, Koreans and International. These peace attractions

and the area that they occupy become much more active and

vibrant through Goseong Film Strip.


In order to facilitate the different layers of tourism, various

programs are needed to support this new ecosystem such

as accommodations, commercial and recreational spaces,

offices for post productions

So, the difference between a traditional studio set and

Goseong Film strip is how the various production facilities,

amenities and accommodation are placed next to one

another.

These transitions between programs, or realities, are made

possible with the ring of infrastructure that supports the exterior

façades and holds the internal programs. the infrastructure

now becomes the threshold between the internal and external

activities.


Masterplan

Each “island” of attractions will serve as a

base for the “film strip” developments, catering

to different outdoor set themes for different

filming needs. For this project, we focused on

developing the DMZ museum cluster.



INTERCHANGEABLE

INTERNALS

Sound Stages

The primary Program of a film production

studio, Goseong Film Strip features several

sound stages of various sies at each of its three

locations. Tehse sound stages can be adapted

based on the eneds of the production crew,

ranging from the creation of smaller interior

sets, to a combination of green screens and

practical sets. APart fromt eh circulation,the

structural gridframe infrastructure provides

additional spaces for supporting programs

such as equipment storage, costume wardrobe

and changing rooms.

Recreational Facilities

Introduction of recreational spaces and green

spaces are meant to amplify the contrasting

and juxtaposing realities within the film strips.

With the traditional filmsets being intensely

urban by nature, natural spaces that are

hidden by the external facades create a surreal

contradiction when inhabitants enter into these

spaces.

Functionally, recreational facilities of various

scales are programmed within some of the lots

to provide infromal spaces for both production

crew members and tourists to enjoy.

Accommodations

There are situations whereby the cast and crew

members are required to stay on site within the

film strips in order to stay close to the schedules.

A range o faccommodations are thus placed

within the strips to provide a temporary place

for rest and privacy. Common spaces within,

such as the lobby and commissary, help

facilitate inter-korean interactions, as well as

the ring of strucural gridframe infrastructure that

supports the external facade.

Some of the accommodations can also be

used by various tourists that would come and

visit the set - although priority will be given to

production crew in the event there is a surge inn

filming projects.


GOSEONG FILM STRIP

SECTION PERSPECTIVE


INFRASTRUCTURE

FOR INTERACTION

The recreation of the pitmagol and its associated vibrant life is

done through the combination of the production facilities and

recreational programs with the various façade.

Through this vibrancy and shared experience, conversation

between Koreans can happen without any association to

either the south or north – just Korean.

Expanding from the fabricated reality of the street, the façade

ring that wraps around the various facilities can support the

activities that are happening along the pitmagols such as

space to deploy film equipment at various vantage points,

and also support the activities that are happening internally,

becoming circulation spaces and areas that facilitate chance

encounters.

There is this Juxtaposition of the fabricated reality of the

street and the actual reality of the internal facilities. The main

element of our project is this 2-4m wide inhabitable structural

gridframe, that on one hand allows the exterior set facades to

be cladded, and on the other hand, serve as an in-between

space for sets and facilities.

Thus, the most important aspect of the building is not what’s

inside or outside. But rather what’s in between – the space

that will be used by all.

Through this project we hope it starts a conversation among

those who visit, to be active in the decision for reunification

.





On the micro level, the infrastructure for the Outdoor sets forms

this in-between space that enables conversation through

informal, passive every-day interactions between both

sides- something as simple as the act of borrowing a lighter,

or sharing a smoke together.

As the inhabitants from the both sides pass each other through

the daily use of this threshold, it breeds a familiarity with one

another, even if it’s unspoken.

We envision the film strip to spur active conversation and

interaction among the inhabitants - north or south. Their

thoughts of each other shouldn’t be led by a certain narrative,

but rather be done actively by the individual.


3

COMMUNE-NICATE

HOUSING AS A REHABILITATIVE MACHINE

Location: Polder Island off Singapore’s East Coast

Instructor: Christine Yogiarman

Collaborators: Benedict Tan (Planning and Concept phase)

Spring 2020

Core Studio III

4 weeks on Masterplan, 8 weeks on Housing Proposal


In coordination with HDB’s 60th anniversary SUTD’s Core III

Architecture studio is exploring the future of housing, asking

how we will live in the next hundred years.

The studio builds a vision of the future of housing based on an

understanding of the past, with one key historical fact driving

our investigation: Singapore has been and will be a highdensity

nation. The vision we create will be a next step in a

bigger history of over-coming the difficulties of high-density

urbanism to create thriving, vibrant, livable homes.

This studio also recognises the importance of urban context and

neighborhood to the success of housing. A master-planning

exercise has allowed us to imagine the neighborhood of the

future, in the East of Singapore. Our site is on a proposed

artificial polder island to the south of East Coast Park, within a

larger masterplan developed by the ONG&ONG Architect in

Residence Team led by Andrew Lee. Each studio is allocated

a sub-precinct, with its own masterplan and studio projects.

Our studio’s masterplan is set on largely unfettered land

with nature trails, allowing natural habitats to thrive. Main

circulation would be on an elevated pedestrian network.

Housing Narrative:

By 2070, the continuation of meritocracy continues to be the

fuel for a intensively competitve society. Coupled with the

conformist nature of asian society, there are expectations

that society places on every individual. Overwhelmed

by these social expectations, they might reclude back to

their homes as a protective mechanism against society.

This project aims to be a rehabilitative tool that passively

assimilates the individual back into society through food

production. Food is a basic neccessity that one needs to

survive and is also a common social acitivty. It is in a way

something that brings people together. The architecture

hopes that through these activities, confidence towards

social activity is formed by becoming a valued member of

society through interdependence of resources.


VARYING DEGREES

OF SOCIAL

INTERACTION

The rehabilitative process is incremental, and it is understood

that this occurs at different paces for different indivduals. Thus,

different scales of urban farming- from individual to estatelevel

collective will require varying levels of social interaction,

directly corresponding to the stages of rehabilitation. These

urban farming areas would go from private-unit garden

yards to shared public spaces, according to the scale of

farming and interaction.

STAGE I: Gardening alone.

STAGE II: Shared garden with next-door neighbour and

progresses to opening adjoining kitchens to have enhanced

connections.

STAGE III: Connecting across cluster of 4-6 units for a larger

community.

STAGE IV: Moving out into the 3D Public space, joining the

productive urban agricultural process as a block

STAGE V: Distribution and sharing of these produce with the

wider sub-precinct + giving back even further by facilitating

the rehabilitation process for others.


Private Gardening

Paired Gardens and Kitchens within unit

Shared garden cluster


1

Flood Tank empties nutrient rich

water into growing beds

2

Irrigation pipes snakes across

units to maximise water usage

3

Soil filters the impurities and the

clean water is channeled into

the aquaculture farm

5

Nutrient-rich water is pumped

back into flood tank

4

Fish produces waste that are

full of nutrients for crops


5

4

3

2

1

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LEGEND

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ABOVE

Ground Floor Plan

TOP LEFT

Axonometric

LEFT

Sustainable water irrigation and aquaponics

system



LOWER LEVEL

UPPER LEVEL

LIVING UNITS

The floorplan shown above is a typical cluster of 4 units,

with a mix of 3 different apartment typologies for greater

integration amongst neighbours of different socio-economic

background. The loft units feature bedrooms on the upper

levels for privacy since the yard on the lower level would

be shared between the 4 units in the event that they are

rehabilitated.

PLAY ON PROPORTIONS

ABOVE

Unit Cluster Plans

TOP LEFT

Unit section perspective

The balcony planting area is relatively large as compared to

the interior area, because we want to encourage residents

to spend more time outside to facilitate in the rehabilitation

process.

The kitchens were designed to smaller so as to encourage

the residents to open their kitchens up to one another and

share their resources, thereby increasing social interaction

and possibly fostering greater bond between neighbours.

BOTTOM LEFT

Unit Section Perspective


TYPICAL LEVEL PLAN

level efficiency: 83%

overall: 78%

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STAGE IV to V - COMMUNE:

The space primarily involves double level green bridge

that connects the shared garden yards to form a larger

community garden that serves both productive and leisure

purposes on each level. It will puncture the blocks, creating

a vertical relationship between share spaces. These bridges

connect with the split space in the blocks to create loops,

which will drive the productive cycle of rehabilitative

farming within the community.

Harvesting

Sorting + Packaging/

Cooking + Eating

Harvesting

Sorting + Packaging/

Cooking + Eating

Trading/ bartering of produce

Trading/ bartering of produce

This production line will ultimately exit at the ground level,

to the pavillion where the produce will be shared with the

community via farmer’s markets and farm-to-table eateries.

The end result represents the end of the rehabilitation

process of the residents, where they finally touch-base with

the wider-precinct.

Composting:

Mealworm sorting +

Chitin Processing

Recreational spaces

Farmer’s market @ Multi-Purpose Pavillion

PRODUCTION LOOP EXAMPLE

Composting:

Mealworm sorting +

Chitin Processing

Recreational spaces


SECTION PERSPECTIVE

Number of Units: 240

Levels: 11-12



4

STOMPING GROUND

REDEFINING PUBLIC SPACE

Location: SCAPE Youth Park

Instructor: Jackson Tan and Alex Sun

Organisations: NYC, MCCY

Partner: Grace Sim

Summer 2020

Option Studio II

14 weeks


The project’s vision is to create the “streets” for the youths,

instead of keeping them off. Through discovering and

understanding the site’s character and culture in the past,

Stomping Ground seeks to revive the cultural essence of

Singapore’s urban art scene and the other subcultures that

revolve around it.

The term “stomping ground” refers to a place that is a

favourite/habitual haunt for a group of people, which is

what we envision for our project for the creatives who are

involved in the urban scene. This will in turn create a thriving

creative environment that will naturally attract the public to

come and discover this space, learning and understanding

about these alternative art forms that are often misunderstood

as taboo culture.

Coincidentally, Stompin’ Ground is the name of a pioneer

hardcore band in Singapore from the 90s, who are also

closely tied to the underground scene in Singapore.

“Stomping Ground” was done as part of Studio Youth-Topia,

one of the Sustainable Design Option Studio 2 from SUTD/

ASD Pillar, done in collaboration with the National youth

Council (NYC) and Ministry of Culture , Community and

Youth (MCCY) as part of the extension scheme to revitalise

Singapore’s Orchard Road, called the Somerset Belt

It seeks to explore multi-dimensional issues of sustainable

design through a variety of lenses and at diverse temporal

and spatial scales. Issues of resource efficiency, resilience,

material and typological innovation, micro-climatic and site

affordances, life-cycles and metabolism, and many other

critical issues will serve as the projective context in which

students will develop critical design solutions for small,

medium and large scale architectures and urban interventions.

In Youth-Topia, students were tasked to speculate the

possibilities of placemaking at Somerset Youth Park; with the


EXPERIENCING THE

SITE

Sensory

The sensorial experience – sights and sounds which

accompany the site, are varied; from brightly lit malls and

live music, to the humble streetlamps and buzz of traffic,

each contributing to the textures that give the Somerset area

its character.

Gathering of Millenials

The SCAPE is the centre heart of the millennials’ gathering

space which youth activities conducted throughout the years.

The events include dance performances, music events,

e-sports activities/training camp, which are popular among

the millennials. Beside it, Cineleisure cater activities mostly for

youth as well.

Attractors

313@somerset, 111@somerset act as the various crowd

attractor with commercial and retails. Majority of the crowd

includes adults (21 and above), both Singaporeans and

tourists, while a handful of them are youth( 21 and above).

The design intention is to divert the secured crowd at those

malls to the Youth-park.

Potential

The site can be the gateway between commercial district

and Youth-oriented district. With surrounding Youth oriented

programmes and crowd attracting nodes, it is vital to introduce

unique system that embodied youth culture and divert crowd

to the site to rejuvenate the neglected area

2020 SUTD ASD Option Studio 2/3: Youth-Topia_Stage 02 Site Analysis

2020 SUTD ASD Option Studio 2/3: Youth-Topia_Stage 02 Site Analysis

SCAPE LEVEL 4 +9.8m

SCAPE LEVEL 3 +5.8m

SCAPE LEVEL 4 +9.8m

SCAPE LEVEL 3 +5.8m

DATUM +0m

DATUM +0m

1:500

0M 5M 10M 25M

1:500

0M 5M 10M 25M


2020 SUTD ASD Option Studio 2/3: Youth-Topia_Stage 02 Site Analysis

GENIUS LOCI

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513

This is a mapping of the features that stand out in the site,

thereby forming the character of the place. They also appeal

to certain senses more than the other, creating a multi-sensorial

experience around the site.

GENIUS LOCI

GENIUS LOCI

This is a mapping of the experiential journey from common circulations

routes to the site. It is by no means an absolute representation of what

ABOVE LEFT one might see through the journey. The path was referenced from the

Sound Mapping study on and main Street access Vitalityand linkages of the site.

ABOVE RIGHT

Sensorial mapping of the Somerset

Belt

1:500

25M

LEFT

Activity and Visual permeability

studies

RIGHT

Collage of visual journeys to the site

This is a mapping of the experiential journey from common circulations

routes to the site. It is by no means an absolute representation of what

one might see through the journey. The path was referenced from the

study on main access and linkages of the site.


THE GRAFFITI

STORY

Dissolving Culture

The origins of graffiti started in the 1990s

and quickly gained popularity and attention

among many youths in the past. Graffiti was

amongst other popular youth gathering

activities like dancing, skateboarding,

eating, jamming, and painting. Sometimes,

weekly gigs and events are initiated by

the youths themselves. The Youth Park was

a popular spot for holding these activities

throughout the years, including a significant

milestone when youths were allowed to

paint on the Red Box building.

It was unfortunate that there were several

graffiti-related incidents which sparked

political tensions around the topic of

vandalism. The dissolving graffiti culture is

evident in recent years as more youths today

had turned to digital cultures and social

media for expression. There are potential

benefits in reviving this art culture, even

integrated with augmented reality, to allow

youths to come together.

Layered History

Layers of graffiti on the walls of the

Scape Youth Park

MASTERPLAN

Graffiti Belt

Within the site, there is a graffiti trail guiding

them to a wide range of graffiti types. This

trail has a strong potential to be further

extended and developed to cultivate a

strong youth scene in the Somerset region

as it is strategically located between Scape

and Somerset Skate Park which are popular

spots for youth events, gatherings, and

activities.

The project hopes to adopt a bottom-up

approach culture with the youths as the

starting point, providing them with a space

to boldly be creative, and meet like-minded

people. Complementing subcultures such as

food, music, and sports would be integrated

seamlessly to create a more diverse

experience. The combination of profitgenerating

and free public programs creates

a self-sustaining system, complementing one

another, economically and socially.


SITE RESPONSE +

GRAFFITI TRIAL

These programs come together, strategically allocated at

different regions mirroring and responding to its immediate

surrounding contexts. The site thus absorbs programmatic

energies externally and extends them towards itself, offering

itself as a centralization space bridging multiple themes and

forming interactions within and beyond the site.

Stomping Ground aims to bring out a holistic and all-rounded

experience of the graffiti culture, similar to a graffiti hub, and

offers different ways for people to express creativity and

share their stories. It breaks down graffiti art into various

types such as stencils, blockbusters, stickers, and murals.

Each of these graffiti types could interest people differently.

Interesting riffs off traditonal graffiti include Up-cycling Paint

Art, which involves painting over old unwanted material, and

the Augmented Reality graffti experience, where the public

can view their graffiti projected onto the surface of the Red

Bus via an AR application on their phones


ARCHITECTURAL

SPLINES

NETTES

ENERGY WAVES

A series of splines arrayed across the site with varying heights

and spatial qualities was designed architecturally which

visually portray a hint of changes in energy and intensities

at the site. Each of these splines was uniquely designed to

cater to specific programs and then placed adjacent to one

another, spanning across the site displaying a landscape

of overlapping layers similar to the imagery of waves in an

energy field.


M6 Nut and Bolt with rubber gasket

3mm thk Perspex Water-Proofing Layer sealed with sillicone

Lock-in Joint with spring-loaded pins

5mm thk Perforated Aluminium Panels with

shift-lock tabs

LED Strips with Diffuser Case

50mm Hollow Square ALuminium frame with

60mm x 8 mm openings

Modular Shelving Unit

18mm thk perforated Marine-Grade Plywood

Artificial Turf

18mm thk Marine-Grade Plywood

Square Long Neck Floor Flange for 50mm Square Tubing

CONSTRUCTION

1:20 CONSTRUCTION DETAIL

Standard, modular structural modular

elements were used in the module

construction for easy procurement. The

ergonomically sized components feature

lock-in joints, making it convenient to

assemble the modules by hand, without the

need for high manpower and machinery.


Writer’s Alley Bar where many youths, be it skaters, dancers or graffiti artists would hang out weekly and find out about local gigs/

events.

Jamming Studio & Stage jamming studio by day, stage by night, the flexible space is fronted by a ‘flooding ground’ of landscaped

steps, where crowds can sit and watch the show.

Mural Alley an homage to the OG graffiti wall where many local artists honed their craft, ground planes fold up like waves,

forming new, taller surfaces for the artists to paint on.


Graffiti Ledges and AR Canvas graffiti ledges double up as standing tables for visitors to the Redbus café, which also serves as a

surface for visitors to project graffiti into it via AR.

Open Lawn & Bouldering Zone a public garden next to open workshop modules which give the public a peek into the graffiti

process, with bouldering walls on its outer surface.

Sustainable Art Display a space for community powered activations like “trash to art” programs, where discarded waste can be

reused as a canvas for graffiti works, and displayed.


PHYSICAL PROTOTYPE

After the term, the project was chosen to have a physical prototype of it built for the public to test it

out at the Scape Youth Park. We collaborated with local graffiti artist SlacSatu, founder of Blackbook

studio and ZNC crew to paint the installations, as part of the proposal’s concept.



GRAPHIC PROJECTS


AAI PUBLICATION


5

AAI PUBLICATION

A NARRATIVE FOR THE AI FUTURE OF ARCHITECTURE

Instructor: Immanuel Koh

Partner: Thet Naung Oo

Summer 2020

Artifical Intelligence in Architectural Design

4 weeks


This project was based on pre-reading on “An Evolutionary

Architecure” by John Frazer, which explores on themes of

Artificial intelligence for the future of Architectural Design.

It talks about machine learning, datasets and automated

machines/computers to perform laborious tasks for Architects

and designers.

Similarly, in our “publication”, we crafted a narrative where

the future of AI-infused architectural design is so wellintegrated

in our everyday lives that it does not manifest itself

as one big computer, but cleverly concealed in our everyday

appliances. This makes the brings us back to a more natural

process of design, where we can sketch/build models and

the computer scans and churns out the relevant 3d models

and drawings for us. By performing the laborious tasks for

us, it clears up the designer’s mind to focus on cognitive

processes, rather than laborious, repetitive ones.

At the end of the publication is a satirical graphic series

depicting the usage of these machines and the humourous

output it can result in, where we end up in an age with

computers so advanced that even a cat can become a highly

lauded architect.

Each scene in the graphic montage was inspired by shots

from different films, like Her(2013) and In the Mood For

Love(2000).


NARRATIVE CRAFTING

In John Frazer’s Evolutionary Architecture, he theorizes an

architectural machine that can help the architects to develop

the concepts and ideas of architects into finished architectural

products with the mundane processes such as drafting and

modelling being wholly automated.

In his book, he also suggest that the role of architects will be

changed in the way he works with the rise of new architceture

machine. However, he did not give details how it will be.

We decided to take on this thought exercise while looking

through the lens of design, interface and also critique.

We offer glimpses into the future roles of architect by imagining

the architecture offices and how they will transform with the

rise in prevalent usage of AI technology in the near future.

This will be presented as a series of speculated AI integrated

products, imagining how they fit into the future architecture

office and their implications on architecture domain.

The technology of the future is one that is muted and embedded

into everyday products, sophistication in design has evolved

beyond sleek devices that stands out from the surrounding.

Instead seemingly normal appliances will be made ‘smart’ by

integrating IOT technology and cloud based AI capabilities.

With the embedded technology, the products are capable of

doing much more than what it seems.

Her (2013), by Spike Jonze

In The Mood For Love (2000), by Wong Kar Wai

ABOVE

Inspiration from film scenes

RIGHT

Storyboarding

LEFT

“Product Catalogue”


Before

After




FIN

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