Interior Design School of Design Singapore

Chia Shu Min

A part-time Otaku. And an aspiring experience designer interested in exploring the use of ‘Anime’ to transform the narrative of the spaces into a new spatial experience.

Contact
shuminchia@gmail.com
S.Chia3@student.gsa.ac.uk
LinkedIn
Series
Unreal/Real (A journey through texts into spaces)
Inspirations from Anime
Case Studies
Journey to Spaces
Moving forward to
Text to Spaces
Moving forward to
Journey+Text to Spaces
Personal thoughts

Unreal/Real (A journey through texts into spaces)

“Reality is an illusion, a fabrication”

My final year project asks: what if we let a text dictate how a space should look or be organised rather than taking our design cues from ‘copy-paste’ trends? The project presents the translation of texts and short stories into designed spaces that don’t compromise on spatial experiences.

It is almost predictable as to how one’s house would look due to the “copy and paste” trend where most of the people reference how and what they want their house to look like based on another person’s home. This compromises the spatial experience and individuality of a house. How can we break out of this trend? Spaces determine the journey. What if we let the journey dictate how spaces should be organized? What if we let text dictate how the spaces should be organized?

Poster

Inspirations from Anime

Anime: A Japanese term for animation.Whereas the rest of the world referred it specifically to animation from Japan or as a Japanese-disseminated animation style which is often catergorized by their colorful graphics, vibrant characters and fantastical themes.

Anime was the initial inspiration that started my Final Year Project; Unreal/Real. It is a form of escape and is able to provoke our imaginations.

Upon exploring further into the background works behind an Anime film or series, I was intrigued by the development from research, sketches, renderings to the final production. Which I felt the familiarity and similarity when we design a space.

I discovered that most of the anime artists did their processes and sketches using the thumbnailing method. This method is also common practiced among conceptual artists.

Thumbnailing sketches

  • Allows for quick iteration over unique ideas
  • Forces you to think about what you are creating
  • Freedom to design without worrying about what you are creating

 

Akira, Katsuhiro Otomo

Set in a dystopian 2019, Akira tells the story of Shōtarō Kaneda, a leader of a biker gang whose childhood friend, Tetsuo Shima, acquires incredible telekinetic abilities after a motorcycle accident, eventually threatening an entire military complex amidst chaos and rebellion in the sprawling futuristic metropolis of Neo-Tokyo. The 1988 animated film Akira (1988) included a lot of detailed city scenes, each of which was a handmade painting, created with brush, airbrush, and poster color. Most of the paintings are very small, approximately 9 x 12 inches. To achieve the straight lines, the artists used bridges (straightedges suspended above the painted surface). To make window dots in a consistent row, they used glass rods with ball tips that look like stirring sticks, held in the painting hand next to the brush.

Ghost in the Shell (1995), Hiromasa Ogura

The film is set in 2029 Japan, and follows Motoko Kusanagi, a cyborg public-security agent, who hunts a mysterious hacker known as the Puppet Master. “When we made the film, Tokyo didn’t have so many high rises at all. That didn’t exist back then, but if you went to Hong Kong ... to actually have a visceral image you could work with, you actually had to go there.”

Howl's Moving Castle (2004), Hayao Miyazaki

The story is set in a fictional kingdom where both magic and early 20th-century technology are prevalent, against the backdropp of a war with another kingdom. The film tells the story of a young, centent milliner named Sophie who is turned into an old woman by a witch who enters her shop and curses her. She encounters a wizard named Howl and gets caught up in his resistance to fighting for the king.

Case Studies

Is there any difference between Anime & Cinematics?

How is Anime relevant? 

As I am more intrigued by the behind the scenes of an Anime production, I start to wonder if there is any similarities or difference between Anime and Cinematics? If both shares similarities, then perhaps exploring into Anime is not an impossible direction as majority are aware of what cinematics are.

Both the films, Blade Runner and Ghost in the Shell was questioning about the future and revealed the artist’s ‘world view’. They also shared similar techniques behind the production of the film’s scenes as well. Such as location scouting, sketching and painting.

Therefore, it is safe to assume that Anime are not that foreign from cinematics/films.

Thumbnailing sketches, Scott Robertson

Scott Robertson's monochromatic sketches were started with markers, and line works were added. Afterwards, he would scan the sketches and do a quick color-sketching pass inside Photoshop.

The Manhantten transcripts (1976-1981), Bernard Tschumi

“Architecture is not simply about space and form, but also about event, action, and what happens in space. The Manhattan Transcripts differ from most architectural drawings insofar as they are neither real projects nor mere fantasies. Developed in the late ‘70s, they proposed to transcribe an architectural interpretation of reality.” This work inspires me in using a different type of “journey” to map out on what is happening in the space.

Villa Savoyce, Le Corbusier

Built between 1928-1931, in France, Poissy. This villa became a representative of the origins of modern architecture and a renowned example of International style where he explored his “five points” for new constructions. “Arab architecture has much to teach us. It is appreciated while on the move, with one’s feet; while walking, moving from one place to another, that one sees how the arrangements of the architecture develop”

Villa Savoye, Le Corbusier

The experience of this house is in the movement through the spaces. A series of ramps are incorporated to move from the lower level to the rooft top garden, which slows down the user movements to experience the movement between spaces. Architecture joins film in a practice that engages sight in relation to movement. The processes behind the works of making a cinema architecture in this case is done while “site-seeing”. The moving image creates its own architectural promenade, which is inscribed into and interacts with architecture’s narrative on “street walking”.

Blade Runner (1982), Ridley Scott

Artwork was done in the early 1980s towards a vision of the future set in 2019. When building an architecture for the future does not lie within the lack of imagination and thinking, but rather about using the present as a condition. The questions about the future can always be reworked with another thinking or idea. It is about the way of thinking about the opening questions; where is the future?

Blade Runner (1982), Ridley Scott

A scene in the film.

Sketch for one of the scene in Ghost in the Shell (1995), Hiromasa Ogura

“Over the years, I’ve come to realize that the silent world behind the characters is where the director has to communicate his core vision. The drama is just about the surface of the film. The backgrounds are the director’s vision of reality” (Oishii) Alongside the story and dialogue, the background artwork in anime reveals the ‘world view’ that the artists are aiming to express.

Painting for one of the scene in Ghost in the Shell (1995), Hiromasa Ogura

Alongside the story and dialogue, the background artwork in anime reveals the ‘world view’ that the artists are aiming to express.

One of the scene in the film Ghost in the Shell (1995), Hiromasa Ogura

Journey to Spaces

What if we let journey determine the space?

Seng Kang, Ranggung

Site analysis of estate

209C Compassvale Lane, 12th floor

Site plan

Time Ritual Caricature

To start off my exploration, I had done a 24 hours time ritual caricature on the activities I had done in a day at which area of the house I occupied at.

Demographic

Here, I collated the data from the amount of time spent in each space based from the documented time-ritual caricature journey.

Circulation and zoning plan

Based from the time-ritual caricature, I documented the journey of the different point of occupancy of the spatial areas and the intensity of time spent in each space with the lightest colour being the least amount of time.

Thumbnail sketches

Afterwhich, I explored the thumbnailing exercise by having a quick sketch over a minute for each thumbnail based from the time ritual caricature. Each thumbnail shows the scene that I remember at each activity.
Based from this exploration, I learnt that the objects which I am able to remember more vividly and draw more detailed are the ones that I had used more. These are the essence of the space to me. However, I faced some challenges as well as the drawings did not turn out the way I had imagined in my mind and it is challenging to draw in details over a minute. The purpose of the thumbnailing method serves as how one sees the space and how one uses the space.

Design

Based from the time ritual caricature data, I collected the data regarding the amount of time spent in each area of my house. I spent 11hours15mins in my bedroom, 5 hrs in living area, 2 hours in smoking area, 1.5 hours in bathroom, 1 hr in kitchen and 30 mins in service yard. I then determined the spatial area I needed based from the amount of time I spent in each areas. For example, because I spent in average 11hrs 15 mins in a day in my bedroom, I would then need 42.2m sq.

Perspective 1

Perspective 2

Bathroom

Living Area

Smoking Area

Kitchen

Service Yard

Bedroom

Moving forward to

In a nutshell, the thumbnailing method would capture the essence of the space for the user and the intensity of time spent would determine the space required for the user. With this, the spatial experience and individuality of a space, of a house design would be catered more personally to the user which then breaks out from the stagnant copy paste trend.

However, the outcome of the first project is not what I wanted as the design made the space boring. This is because I am still bound to what a regular HDB flat would look like, instead of going bolder to achieve my intention.

Text to Spaces

What if we let text determine the spaces?

“Imagine, if you can, a small room, hexagonal in shape, like the cell of a bee. It is lighted neither by window nor by lamp, yet it is filled with a soft radiance. There are no apertures for ventilation, yet the air is fresh. There are no musical instruments, and yet, at the moment that my meditation opens, this room is throbbing with melodious sounds. An armchair is in the centre, by its side a reading desk – that is all the furniture. And in the armchair there sits a swaddled lump of flesh – a woman, about five feet high, with a face as white as a fungus. It is to her that the little room belongs.”

The Machine Stops (1909), E.M. Forster

I chose this text for this project as the site is narrative driven based from a paragraph from the book by E.M Foster. What’s interesting about this book is that I am translating this text 120 years later, bearing in mind that at that point of time, there are certain technology and devices not yet invented.

I will be analyzing and breaking down the text to show the different possible ways of translating. I am looking at whether each individual way is able to translate the text properly or perhaps all three have to work hand in hand to produce a unique outcome.

In the three film adaptations of the short story, even though all of them carries the same narrative but the outcome of the film and the setting were totally different from one another. This is interesting as every individual is different. Depending on how one interpret the text and translate to vision, the outcome would be different.
“A picture speaks a thousand words” but in this case, it is A word paints a thousand pictures

Different ways of translating text: #1 Elements

Ideation sketches of space

"A small room, hexagonal in shape"

Ideation sketches of space

"A small room, hexagonal in shape"

Process models

"A small room, hexagonal in shape"

Ideation sketches of light

"Lighted neither by window nor by light

Ideation sketches of furniture

"An armchair is in the centre, by its side a reading desk – that is all the furniture."

Ideation sketch of furniture

"An armchair is in the centre, by its side a reading desk – that is all the furniture."

Perspective outcome

Perspective 2 outcome

Different ways of translating text: #2 Descriptive words 

Ideation sketch

"Like the cell of a bee"

Ideation sketch

"like the cell of a bee", "filled with soft radiance"

Ideation sketch

"like the cell of a bee", "filled with soft radiance"

Ideation sketch

"like the cell of a bee", "filled with soft radiance", "yet the air is fresh"

Ideation sketch

"like the cell of a bee", "filled with soft radiance", "yet the air is fresh", "throbbing with melodious sounds"

Ideation sketch

"like the cell of a bee", "filled with soft radiance", "yet the air is fresh", "throbbing with melodious sounds", "that is all the furniture"

Ideation sketch

"like the cell of a bee", "filled with soft radiance", "yet the air is fresh", "throbbing with melodious sounds", "that is all the furniture", "face as white as a fungus"

Perspective outcome

Perspective 2 outcome

Different ways of translating text: #3 Scenes

  1. Foreground
  2. Middleground
  3. Background

Ideation of background

"Imagine, if you can, a small room, hexagonal in shape, like the cell of a bee. It is lighted neither by window nor by lamp, yet it is filled with a soft radiance. There are no apertures for ventilation, yet the air is fresh."

Ideation of middleground

"There are no musical instruments, and yet, at the moment that my meditation opens, this room is throbbing with melodious sounds. An armchair is in the centre, by its side a reading desk – that is all the furniture."

Ideation of foreground

"And in the armchair there sits a swaddled lump of flesh – a woman, about five feet high, with a face as white as a fungus. It is to her that the little room belongs."

Perspective outcome

Perspective 2 outcome

Moving forward to

After analyzing the structure of the text, I realized that while just 1 of the ways to interpret the text will be able to imagine the scene, I think the 3 different ways would actually work hand in hand, Each different way are responsible for building up the narrative, tension, suspense of the next setting/story.

What is the difference between this short story compared to others?

I felt that E.M Forster had structured out the short paragraph amazingly as he strategically uses certain words while building up the layout of the story. Compared to others’, this short story had successfully allow me to address the issue on ‘one not different from another’ as the outcome of each individual varies from person to person. Hence, the outcome will always be interesting.

Journey+Text to Spaces

What if journey through text determines the space?

In the third part of the project, I will be combining both the methodologies that I had explored on into a space. Translating into spaces using journey and text analysis.

By doing so, this would allows the space to be more personal and unique. Thus, each space will varies base from one’s journey and story.

How I translate journey to spaces here is by documenting each user’s time caricature activity. This allows me to see the intensity of the time spent in the space. From here, I then document the journey using quick thumbnailing sketch to capture how one sees and how one uses the space/objects. While journaling the circulation, what I had done is indicate the direction of the user faced.

I went back to further deconstruct EM Forster’s short paragraph again to help me build my narrative. I wanted to create my own narrative after exploring and learning from his structure of the text. There are two important structure as to how he build the story.

1. The way he described the scenes
2. The way he sequenced the descriptions

Therefore, in this section, I will be creating a different narrative based from the user’s journeys and ideals.

Seng Kang, Ranggung

Site analysis of estate

209C Compassvale Lane, 12th floor

Site plan

Mother's Time ritual caricature

Brother's time-ritual caricature

My time-ritual caricature

Thumbnailing sketches

Documenting sketch of journey based from Mother's time-ritual caricature.

Thumbnailing sketches

Documenting sketch of journey based from Brother's time-ritual caricature.

Thumbnailing sketches

Documenting sketch of journey based from my time-ritual caricature.

zoning and circulation plan

Documenting the journey based from the thumbnailing sketches of Mother's journey .

zoning and circulation plan

Documenting the journey based from the thumbnailing sketches of Brother's journey.

zoning and circulation plan

Documenting the journey based from the thumbnailing sketches of my journey.

Residence's hallway

Communal space used the most frequent by all the household members.

Dining table

2nd communal area used by all the household members.

Bathroom mirror

Object that shared the most frequent by household members.

showerhead

Object that shared the most frequent by household members.

Bathroom basin

Object that shared the most frequent by household members.

sofa

Object that shared the most frequent by household members.

Mother's narrative

Brother's narrative

My narrative

Sketch of Brother's narrative

"Imagine, if you can, a HDB house, tunnel in shape, like the tornado. "

Sketch of brother's narrative

"It is lighted by the window, working along side with the heavenly clock."

Sketch of brother's narrative

"There are no speakers, and yet, at the moment that the joints move, this room is resounding with melodious sounds. "

Sketch of brother's narrative

"An armchair is in the center, by its side a headphone device, that is all the furniture. "

Sketch of my narrative

"of different shapes and sizes, stacked like the Tetris"

Sketch of my narrative

"It is lighted from a play between the shadow and light."

Sketch of my narrative

"It is the day, yet it is dark. It is the night, yet it is bright. "

Sketch of my narrative

"There are no musical instruments, and yet, at the moment when the world turns dark, this room is throbbing with melodious sounds."

Sketch of my narrative

"An ecosystem of the living and non-living exists in this space. And in this co-relationship, there is a rivalry among the noise and the sounds."

Mother’s narrative ideal space

Imagine, if you can, a HDB house, built of stones varying in shapes and sizes, like a fortified structure. It is lighted neither by window nor by lamp, yet there is no sense of unease in the dark. There are no apertures for ventilation, yet the room carries a cooling breeze. There are no musical instruments, and yet at the moment that the authority is here, this room is echoing with creaking sounds. A bed is in the center, by its side a small desk – that is all the furniture. And in the armchair, there sits a superwoman – a woman, about 5 feet high, with a face as lived-in as an old book.

Mother's narrative ideal space

"built of stones varying in shapes and sizes"

Front perspective

"like a fortified structure"

interior perspective 1

"no musical instruments, and yet at the moment that the authority is here, this room is echoing with creaking sounds"

Interior perspective 2

"There are no apertures for ventilation, yet the room carries a cooling breeze."

Brother’s narrative ideal space

Imagine, if you can, a HDB house, tunnel in shape, like the tornado. It is lighted by the window, working along side with the heavenly clock. There are no insulated walls, yet the room is silent. There are no speakers, and yet, at the moment that the joints move, this room is resounding with melodious sounds. An armchair is in the center, by its side a headphone device, that is all the furniture. And in the armchair, there sits a medium build man, about 6 feet high. It is to him that this device connects him to the world outside.

Front perspective

"Imagine, if you can, a HDB house, tunnel in shape, like the tornado. It is lighted by the window, working along side with the heavenly clock."

interior perspective 1

"There are no insulated walls, yet the room is silent. There are no speakers, and yet, at the moment that the joints move, this room is resounding with melodious sounds."

Interior perspective 2

"An armchair is in the center, by its side a headphone device, that is all the furniture. And in the armchair, there sits a medium build man, about 6 feet high. It is to him that this device connects him to the world outside. "

My narrative ideal space

Imagine, if you can, a HDB house, of different shapes and sizes, stacked like the Tetris. It is lighted from a play between the shadow and light. It is the day, yet it is dark. It is the night, yet it is bright. There are no apertures for ventilation, yet the air has a lingering sense of a woody, fragrant smell. There are no musical instruments, and yet, at the moment when the world turns dark, this room is throbbing with melodious sounds. An ecosystem of the living and non-living exists in this space. And in this co-relationship, there is a rivalry among the noise and the sounds.

Front perspective

"of different shapes and sizes, stacked like the Tetris"

Front perspective

"It is lighted from a play between the shadow and light. It is the day, yet it is dark. It is the night, yet it is bright."

interior perspective 1

"There are no musical instruments, and yet, at the moment when the world turns dark, this room is throbbing with melodious sounds. "

Interior perspective 2

"An ecosystem of the living and non-living exists in this space. And in this co-relationship, there is a rivalry among the noise and the sounds."

Personal thoughts

In conclusion, when comparing the terminological definitions of Film Architecture and Anime Architecture, they had the same but different meaning; an architecture built for cinema and cinema built for architecture. The works of Le Corbusier’s Villa Savoey, Ridley and Mead’s Blade Runner and Ogura’s Ghost in the Shell, share the similarity of the same goal which is the future with the condition met by looking at the present with a history. These three projects had used cinema as a tool to translate their ideas into reality. The processes behind Blade Runner and Ghost in the Shell are also similar in terms of the sketching, painting, colour theory and ambience consideration.

Therefore, this shows that throughout architectural theory, there has been an established connection between looking at architecture and film. This is interesting as this shows that anime has something to offer since Film Architecture and Anime Architecture shares the identical processes and ideologies.