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Monday, October 2, 2017

NANA BOONORM: PHASE II PLAYGIFTS & MANIPULATIVES

XYLO-RUN

In phase 2, I designed my case study into a 'marble run' toy. Consisting of a metal board and rails of different materials, players are able to 'translate' building structures into a system of sounds with different rhythms. The arrangements of these rails can be a direct translation of the structures' material and distances, but can also be an experiment of sound and structures when placed according to the players' will.













Sunday, October 1, 2017

Bhuvarin Thaveetermsakul Will : Play Gifts and Manipulatives

Project01 Phase02
Play Gifts and Manipulatives
Bhuvarin Thaveetermsakul
Instructor : Aj. Yarinda Bunnag


This project phase is allowing us to design a game or a toy that adapted the concept or several key elements from the building we analysed from the first phase, which in my case is the Carpenter Center by Le corbusier. The building is mainly about 'movement' since le corbusier has interest in automobiles and adapted it to his work, for example the ramp, There you have a start point and end point by using this ramp you will gain the flowing momentum. Comparing with stairs which the momentum is step stop and step this ramp give you the all the way through momentum like an escalator. Also the perspective and orientation of the building, how you see things inside the building with the ramp. Now, these two things are the key element that I adapt to my design of the game.  



I choose to make a board game, this game is kind of like a racing game where the objective or the goal is to reach the end point. There are two players required for this game, each will receive five pieces of different characters with different skills and they will have to compete each other to reach the end point. The design of the map or the boards is by taking several unique elements from Le corbusier building and put them together like to mimic his building in a way, for example the pilotis to support each platform, the platform that can be design freely due to the fact that the pilotis already remove the fix wall and by comparing to checker or chess, where two players must sit on different side of the board, Disgame makes you move around the map because these pieces move on rails thats mean both player have to share the same rails for these pieces and because there are five floors with different rail pattern, the way these characters move will also change so, it force both players to adjust them self into different position around these boards which mean both players will gain different view from disgame together. Now you see its kind of related to the perspective and orientation thing I took from Carpenter Center.

This diagram shows the dimension of these boards and its structure.



About how to play this game, chara's special abilities, field zones and win conditions can be read in these five manual panels. This diagram shows the dimension and the different rail patterns of these boards also the dimension of card which is one of the feature of Disgame.



This diagram shows the dimension of a piece (Chara), and its color varieties.

This diagram shows how to play Disgame briefly with several descriptions.

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Disgame Elements





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BANKK_PROJECT 1-2_TOY



PROJECT 1-2
                          : TOY


This phase start with bring the characteristic of case study building
 from previous phase to be your main concept of your toy.   


My case study is ROLEX LEARNING CENTER, Switzerland 


So, from this building, i got 2 concept from it.

1. Separate space by play with height of slope
                2. Shape of courtyard, how to generate form of courtyard

 From these concept, change it to 2 idea of toy





First one is, bring the concept of height.

How to play:
you can push the block and then blocks that near a block which you push will 
going up follow.

To show how we can play the height of the space





Second is, bring the concept of shape,form.

How to play:
At first, you have to fill a sand into the top of this toy, and then pull the filter below
the sand. After that the sand will going down, pass the the hole of box
and it'll generate a shape of sand at the bottom box.


For the final, i focus on the second idea which is idea of shape and form
By develop the toy(sand)



 Sand tower

from previous idea, this one is add more layer of filter and every filter have a different of hole

How to play:
Start with pull the solid filter at the top of tower that have a sand and rock at the top
after that sand and rock will going down. Every player will switch to pull the filter out.
Which player let the rock going down to the bottom, that player will lose

From this toy you will see the sand in any layer to be like a new shape


follow the hole that they pass. Because every hole will different by the 
overlapping of the filter




Manual


















Project 1.2 : Play gifts and manipulatives - Nattakitta Chuasiriphattana

PLAY GIFTS AND MANIPULATIVES

Project1.2
Opal Nattakitta Chuasiriphattana
Carmen Torres

- AAA motion cage - 

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CONCEPT : THIS TOY ALLOWS EXPERIMENTATION OF DIFFERENT FORMS; 

THAT GENERATE VARIATION OF SHADOWS


(INSPIRED BY THE RIB CAGE STRUCTURE OF THE BUILDING)
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A - ALVAR AALTO
A - 3 WOODEN JOINTS AND FROM AN 'A' SHAPE
A - ARTICULATES SUNLIGHT

STUDY MODELS
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INVENTORY
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COMPOSED OF 3 MAIN PARTS
1 WOODEN JOINTS CORE STRUCTURE
2 EXTENDING PAPER
3 WIRE BASE


TUTORIAL VIDEO



POSSIBILITY OF FORMS

Tanyaluck Kittithirapong project 1.2

Tanyaluck Kittithirapong  Design3

Play Gifts & Manipulatives

"Colour wave" 

Inspired from Lycee hotelier de Lille, a school for florist , hotel business , restaurant. 
I decided that the game or toy should not have the objective for competing with other players but instead 
So in this phase I designed an toy that generates feelings and sensation of calm with texture and colour that satisfies the player.




using silicone stick giving a soft texture to your hands

 
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colours extracting from the building patterns


Manual


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video - how to play


the toy is for releasing stress or give a satisfying sensation for the player.



Panas Saengvanich phase 2

Panas Saengvanich
project 1.2
Pau Sarquella


Play Gifts & Manipulative
[ THE JOINT ]


The building from the previous phase, Montessori Apollo School, Amsterdam, Netherlands, was designed by Herman Hertzberger. Structuralism is his style. It present the structure of the building, they are columns, beams, wall and slabs. Therefore, it become the fundamental factor for creating toy, The Joint.

Playing The Joint will make children have progress and development in terms of  social skills and creativity which response the concept of Montessori education as it is a "figurative" structure.


VDO presentation



MODEL