In collaboration with Taylor Greenberg Goldy, Mitsue Guerrero and Daniela Teran

Master in Design Engineering Collaborative Design Engineering Studio I

Harvard University

Nov 2019 - Dec 2019

new circulation standards

creating an experience that facilitates interaction in future vertical cities

Building high structures has proven to be a sustainable response to rapid urbanization, at least in contrast to sprawling. The utopian vertical city is now a close reality and it represents many opportunities to ensure that people who inhabit it not only live comfortable, but also that they are facilitated to live a more sustainable and efficient lifestyle.

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PROBLEM

Studies show that people living in high-rises are more likely to live isolated and suffer from depression. An important problem to address is how to promote a sense of community and social interaction.

PROCESS

Through a 3-level intervention , we aim to design a new transportation system for 2038 responding the the vertical city´s needs. Further more, we hope to create an interactive experience in the elevator, the main mode of transportation of our future cities that does not force but facilitates interaction.

SOLUTION

First we propose an efficient and simple transportation system for elevator rides. Second, we explore the person-to-person interaction inside the elevator by creating an interactive experience. Finally, we design an interface that will allow users to navigate the system more efficiently and take advantage of the proposed interactive experience to create a stronger community.

In this project, we explored the transportation system, the user journey of an urban transportation system, and the concept of proxemics, to better understand the relationships between the different elements of the vertical transportation system, between the elevator and the rider, and between the riders themselves.

«The building takes the amenities of the horizontal city block and stacks them vertically»

https://www.theguardian.com/cities/2014/oct/30/china-obsession-vertical-cities-skyscrapers-urbanisation-megacity

THE CURRENT TRANSPORTATION EXPERIENCE

In order to understand the vertical system, we decided to dive into the horizontal current transportation system of a city and to extract from it design principles and rules to translate them vertically.

THE SYSTEM

Different types of lifts account for different types of transportation according to distance, price, privacy and efficiency. We assumed that we were designing for a 180 floor building that would have a capacity of accomodating around 40K people. By imagining the basic vertical system of transportation, we can better understand the context in which the interactive experience is going to happen.

THE USER EXPERIENCE

To follow this up, we decided to conduct a user journey research on the current experience of riding the elevator, so we could understand where other feelings appeared, besides the uncomfortable feeling of being to close to strangers. This also allowed us to recognize the interaction with other riders and with the elevator interface. We realize how important it was to understand important feedback, touchpoints and emotions to maintain or improve.

THE PROXEMICS

Proxemics are "the branch of knowledge that deals with the amount of space that people feel it necessary to set between themselves and others". The less invaded our personal space is the more comfortable we are. This sensation, which is controlled by the amygdala, varies from people to people, depends on the level of familiarity we have with the person close to us and can change based on the cultural background as well as the situation.

INTERPERSONAL DISTANCE OF MEN (Wordpress)

APPROPRIATE DISTANCES IN METERS BETWEEN CULTURES (The Washington Post)

How might we create an experience that does not force but facilitates interaction?

 

In order to respect people´s different perceptions of personal space, we created a system where the user sets the personal bubble size on the app before entering the elevator and defines the level of interaction he is comfortable with. The elevator is filled with particles, and your personal bubble repulse the particles in order to create space around you.

 

We are playing with the idea that the more people get close to each other, the more space they have.

DESIGNING THE INTERACTIVE EXPERIENCE - THE IDEA: THE MORE PEOPLE, THE LESS SPACE

THE INTERFACE

The creation of an interface helps to bridge the gap between the system and the user, but also between users, interconnecting them to each other and making their commute more enjoyable and easy. The user can plan his trip in advance, control his parameters, and also connect with people he has crossed paths with. 

To play, press and hold the enter key. To stop, release the enter key.

THE PHYSICAL INSTALLATION - KINECT + PROCESSING