Laasya Nandula

IR2046

Sensescape : A Teenager's escape

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. 


Report Content

Understanding Teenagers as an age group by conducting interviews, making a mind map and a model that represents all aspects of being a teenager

Analyzing and making a model of the first site, Venture Cafe, the structure of which is superimposed on the Auda Garden Site

Understanding a teenager's as well as our own idea of fun then making sketches and abstract models exploring fun elements of space making

Creating a Project Brief and doing an anthropometric and case study of the two activities chosen, Art and Gaming

Developing the Design by choosing the keyword and exploring different extension iterations as well as coming up with the material palette

Upper & Lower Level Plan

Section AA' & Section BB'

Section CC' & Section DD'

Exploded Axonometric View and Site Plan

Rendered Views