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Teenagers are at a stage in their lives where they face various societal and academic pressures to behave a certain way, while also learning to navigate the physical and emotional changes in their own bodies. During this tumultuous period, they desire spaces where they can be free from the expectations placed upon them. Sensecape: A Teenager’s Escape aims to provide the same; a sensory escape where teenagers can gather to play board games and video games, learn painting in both digital and traditional mediums, or unwind with snacks and karaoke in the cafe.
Taking inspiration from the existing structure, an angular geometry is followed throughout, in everything from the layout to the openings to the furniture. The extension placed at a slight angle from the existing structure, with the two connected together by a bridge, not only creates a fun way of movement through the space, but also provides the space for a semi-open yet private café in the centre that is only accessible by teenagers. The funnel-like walkway leading to the entrance gives a sense of direction and movement, immediately drawing one towards the building. Above the semi-open café, the involute patterned stained glass roof acts as focal point. The neutral yet textured walls and flooring become the canvas for the shadows cast by the roof throughout the day, creating a dynamic space. The staggered steps double as informal seating so one can enjoy the karaoke. In the art studio, the different levels act as space dividers as well as seating while the furniture provides niches by the window where one can sit and paint. The mezzanine combined with the clerestory windows in the gaming room create a darker space below the mezzanine ideal for video gaming while the rest of the space being brightly lit, remains ideal for board gaming. The materials chosen are neutral but have texture to add to the stimulating experience. Pops of colour are added through shades of blue and purple which are most commonly associated with relaxation and creativity.