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Cheng Portfolio 2011

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Irene Cheng Portfolio
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Irene Cheng In 2006, I founded an office with my partner, Brett Snyder. Our work is guided by two core principles: first, that design is a form of research and, second, that architecture should be a public practice—an instigator of collective discourses about buildings and cities. We aim to develop architectural and multimedia projects that are smart, socially relevant, occasionally controversial, and that make people pause and think. Our design process is research-based and draws on our combined backgrounds in history, social activism, graphic design, and architecture. The work takes numerous forms: whether it is an iPhone app that reveals a hidden city, a tongue-in-cheek proposal to turn a dead mall into a women’s prison, or an exhibition on the design of citizenship, the projects strive to provoke fresh thinking about aesthetics and politics, form and content.
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Irene Cheng

In 2006, I founded an office with my partner, Brett Snyder. Our work is guided by two core principles: first, that design is a form of research and, second, that architecture should be a public practice—an instigator of collective discourses about buildings and cities. We aim to develop architectural and multimedia projects that are smart, socially relevant, occasionally controversial, and that make people pause and think. Our design process is research-based and draws on our combined backgrounds in history, social activism, graphic design, and architecture. The work takes numerous forms: whether it is an iPhone app that reveals a hidden city, a tongue-in-cheek proposal to turn a dead mall into a women’s prison, or an exhibition on the design of citizenship, the projects strive to provoke fresh thinking about aesthetics and politics, form and content.

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DORMIT

ORY

ROOM

115

SF

BUDGET

HOTEL

ROOM

200

SF ONE BEDROOM

APARTMENT

500 SF

SUBURBAN HOUSE 1500 SF

MUSEUM OF THE PHANTOM CITY

MALL-TO-PRISON-INVERSION

CITIZENSHIP BY DESIGN

WHERE DO YOU LIVE?

WRITER’S BLOCK I

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4 MUSEUM OF THE PHANTOM CITY

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Museum of the Phantom City >>The project explores how mobile devices can be used to transform individuals’ experience of architecture and the city. Cell phones and mobile devices are deployed to create a museum of architecture without walls.

mobile media projectNew York Citysupported by the Van Alen Institute

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1. Members of the public send images of historical, or contemporary utopian projects, designated for specific sites in Manhattan, to an online archive.

2. Images submitted by users become part of a curated database.

3. While travelling throughout the city, pedestrians can download images of utopian schemes for the sites they encounter, allowing them to see ‘present’ and ‘future’ juxtaposed.

City as Museum, Inverted

The city is a repository of objects, architectures, and experiences—a kind of museum turned inside out.

Yet, urban dwellers typically have only limited access to the stories and meanings behind buildings and

streets. Museum of the Phantom City explores how ubiquitous personal telecommunications devices

can be used to make these hidden stories visible. This “museum” takes the form of an iPhone app that

guides users on new itineraries through the city’s spaces.

Mobile Media and Urban Experience

iPhones and mobile devices put an unprecedented amount of information about the city at one’s

fingertips. Applications like Google Maps and Urbanspoon, however, are generally functional in nature:

they seek to clarify the city, to demystify and make it more legible. In contrast, we are interested in how

mobile media can deepen and intensify urban experience, perhaps even introducing new pleasures and

mysteries to the metropolitan condition.

PERSONAL COMMUNICATIONS TECHNOLOGIESToday even the most basic cell phone is a powerful multimedia tool, with the capacity to send and receive sounds, images, and texts.

TRADITIONAL INFORMATION SYSTEMSMaps, signs, placards, and museum audio tours are conventional means of communicating information about a place or sight.

An ‘Open Source’ Museum Every building or neighborhood has a story to tell. Yet as a genre, architectural information graphics seem arrested in the nineteenth-century forms of the plaque and the guidebook – modes that are didactic and technologically primitive. We wondered how ubiquitous mobile devices might be harnessed to make the city’s hidden stories visible. Such speculations led us to develop the Museum of the Phantom City: Other Futures – an iPhone app that lets users browse visionary designs for the City of New York on their phones.

MUSEUM OF THE PHANTOM CITY

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CITY AS MUSEUM, INVERTED The city is a repository of objects, architectures, and experiences—a kind of museum turned inside out. Typically, however, urban dwellers have limited access to the stories and meanings behind buildings and streets. Museum of the Phantom City explores how ubiquitous personal telecommunications devices such as cell phones and PDAs can be used to make these hidden stories visible—and to enable users themselves to create new narratives and itineraries.

Other Futures Other Futures, the first Museum of the Phantom City exhibition, allows individuals to browse visionary designs for the City of New York on their iPhones. Users can view images and descriptions of speculative projects ranging from Buckminster Fuller’s dome over midtown Manhattan, to Antonio Gaudi’s unbuilt hotel to Archigram’s pop-futurist “Walking City,” all while standing on the projects’ intended sites.

Other Futures

Other Futures, the first Museum of the Phantom City exhibition, allows individuals to browse visionary

designs for the City of New York on their iPhones, all while standing on the projects’ intended sites. The

museum includes well-known projects such as Buckminster Fuller’s Dome over Midtown Manhattan

and Superstudio’s Continuous Monument, as well as less famous proposals like Fuller’s “Mini-Earth”—a

miniature globe that would have been suspended by cables across from the United Nations building,

constantly reminding diplomats of the “bigger picture” of their actions, and Raymond Loewy’s 1941

proposal for a helicopter landing field to be built on steel pylons over Bryant Park, which he claimed could

double as an air raid shelter.

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How it Works

The interface for the app is intentionally mysterious, evoking the sense of a terrain vague—a territory to be

discovered. A darkened map is superimposed with ghostlike bursts indicating the sites of speculative projects

for the city. When a user is in range of a particular proposal, he or she can access the site, see images, and read

text by the architect or designer. In addition, the user has an option to rate the projects according to a sliding

scale of qualities before returning to the map. Because access to the exhibition’s content is restricted by the

user’s location (you can only see the projects if you are standing on or near the site), the app encourages the

physical act of walking through the city.

MAP MODE PROJECT MODE

above: Designed as a companion to the app, a Museum of the Phantom City website allows users to access all of the sites remotely. The website allows users to navigate the archive of speculative projects by architect, year, or location. In addition, users can add new projects to the archive, which will then be accessible via the iPhone.

PHANTOMCITY.ORGVANALEN.ORG

TO PARTICIPATE AND RECEIVE INSTRUCTIONS FOR

DOWNLOADING THE APP, EMAIL: [email protected]

BEFORE SEPTEMBER 28. FOR MORE INFORMATION:

WWW.PHANTOMCITY.ORG

OCTOBER 3, 2009 PROJECT LAUNCH AND SCAVENGER HUNT (RAIN DATE: OCTOBER 4)1 PM MEET AT THE BASE OF THE AERIAL TRAM STATION ON ROOSEVELT ISLAND. IF YOU DO NOT HAVE AN IPHONE, YOU WILL BE TEAMED UP WITH SOMEONE WHO DOES. 4 PM RECONVENE AT THE VAN ALEN INSTITUTE FOR REFRESHMENTS AND PRIZES: 30 WEST 22, 6TH FLOOR

MUSEUM OF THE PHANTOM CITY

PRESENTS OTHER FUTURES

AN ARCHITECTURAL IPHONE APP

SEE THE CITY THAT COULD HAVE BEEN

below, from left to right:Poster for the project launch.Exhibition including edible visionary architecture.The museum was launched with a scavenger hunt that began on Roosevelt Island and sent participants around the city.

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10 CITIZENSHIP BY DESIGN

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Citizenship by Design >>Techniques of “official” or “bureaucratic” design are researched in order to raise critical questions about contemporary citizenship, nation-branding, and security. book + exhibitionin collaboration with Kadambari Baxisupported by the IFG-Ulm

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12 CITIZENSHIP BY DESIGN

Citizenship by Design investigates the design of international passports, identification

technologies and travel regulations to raise critical questions about contemporary citizenship

in an era of proliferating global crossings. A book and exhibition highlight the aesthetics of

bureaucratic documents, remixes their elements into imaginative multinational hybrids, and

challenges individuals to question the status quo of international norms around citizenship.

Research was conducted into seven areas related to the design of citizenship:

> Politics of passport colors

> Symbolic values of passport heralds

> The language of allegiance contained within passports

> Security printing techniques

> New technologies of identity

> Unequal access to mobility

> Four types of nonstandard citizens, from the uncounted to the overcounted.

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Security printing techniques like intaglio, ultraviolet inks,

and holograms do more than prevent counterfeiting. They

can convey subtle aesthetic effects and political messages.

While some countries use abstract designs, others see the

passport as a canvas for patriotic inculcation. In 2007, the

United States redesigned its passports according to the

theme “American icon.” Visual emblems printed onto the

pages include a bald eagle, sheaves of wheat, the flag,

Mount Rushmore, and a long-horn cattle drive, accompanied

by patriotic texts such as the national anthem, the opening

lines of the Constitution, and a Mohawk Thanksgiving

speech.

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The project has been exhibited in a number of forums, including the Van Alen Institute, Barnard

College, New York’s Chinatown, and Cornell University. At each venue, surveys were taken

asking visitors to consider several critical questions related to the design of citizenship—for

example, “What information should a state be able to collect about individuals passing through

its borders?” and “What should the holder of a passport be called—citizen, subject, national,

taxpayer, dependent, protected person, or other?”

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16 MALL-TO-PRISON INVERSION

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Mall-to-Prison Inversion >>This theoretical design project is a tongue-in-cheek critique of exurban planning and the prison-industrial complex, while also exploring techniques for green adaptive reuse.

radical reuse proposalFishkill, New Yorkfinalist, Dead Malls Competition, LA Forum, 2003

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The Mall Reconfigured

We propose that the mass of the mall be punctured with light wells, “interior exteriors” that provide light, air,

and inhabitable courtyards adjacent to the prison cells. Similarly, the inner security perimeter is peeled away

from the outer wall at key points on the facade, creating layered, indeterminate spaces between inside and out.

The parking lot is transformed into a grass-crete “yard,” significantly reducing run-off problems created by the

existing lot.

Developing a Programmatic Strategy: A Mall to Prison Inversion

Can an introverted architecture be turned inside out? Can an architecture of incarceration be

transformed to produce collisions of privacy and publicity, freedom and confinement? As the mall

historically has been a domain (some might argue, of liberation) for women, we propose, in the spirit of

inversion, to transform the Dutchess Mall into a women’s correctional facility for 800 medium-, minimum-

security, and work release inmates.

MALL-TO-PRISON INVERSION

VIEW VIEW

STORES

EXISTING MALL INVERTED “PRISON” MALL

PRISON INMATES

INVERTING THE DOUGHNUT

PANOPTICON TYPICAL MALL VIEW TYPICAL PRISON VIEW

Why do dead malls so often resemble prisons? Hulking, anonymous, and closed to the outside, these

two building types are some of the most reviled edifices in the contemporary American landscape.

Rather than attempt a cosmetic renovation of the mall, we propose a far more radical transformation: an

inversion of this closed typology.

MALL-TO-PRISON INVERSION

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Screening Techniques

The question of what is seen and

unseen is crucial in a prison—

just as it is in the mall. Two types

of screens are typically present

in the mall: transparent partitions

that allow customers to see

goods for sale, and opaque

barriers that prevent them from

spying unsightly backrooms.

We propose the addition of a

third partition type, the louvered

screen, creating an intermediate

level of visual access. Because

security requires the prison to be

enclosed by a double perimeter,

the new programs are slipped

inside the existing walls of the

mall, which are punctured where

needed.

NEW ROOF LANDSCAPE

INTERIOR LANDSCAPE

EXTERIOR “SELECTIVE” SCREENING

INTERIOR SCREENING

INTERIOR SCREENING

CELL BLOCKS LEVEL 2

CELL BLOCKS LEVEL 1

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Investigating Surveillance >> Both shopping and imprisonment rely on spatial configurations that provide clear visual lines between consumer and object, inmate and guard. A shopping mall resembles a Panopticon, or machine for highly controlled viewing, where the central eye of the consumer moves as it surveys the illuminated goods before it. The new prison cells were designed using techniques of spatial surveillance gleaned from typical retail window display design practices.

MALL-TO-PRISON INVERSION

0 5 20 FT

TYPICAL CELL UNIT

INTERIOR ATRIUMPERIMETER ATRIUMFORMER PARKING LOT A CELL BLOCK “DISPLAY” AREA

0 5 20 FT

TYPICAL CELL UNIT

INTERIOR ATRIUMPERIMETER ATRIUMFORMER PARKING LOT A CELL BLOCK “DISPLAY” AREA

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Retail window display techniques from Architectural Timesaver Standards are repurposed to facilitate “sight lines” in the prison.

0 5 20 FT

TYPICAL CELL UNIT

INTERIOR ATRIUMPERIMETER ATRIUMFORMER PARKING LOT A CELL BLOCK “DISPLAY” AREA

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22 WHERE DO YOU LIVE?

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Where Do You Live? >>An exhibition of designs for low-cost housing compels visitors to pause and think about their own living conditions as well as others’. A tiny budget provides an opportunity to partner with a local technical school on fabrication. Further economies are achieved by making the exhibition contents double as a building material.

exhibition designNew York City

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Visitors weave through the exhibition, experiencing with their bodies the parameters of each

kind of living unit. Carefully placed openings in the walls allow the spectator to look from

one space through the others, affording dense, layered views. Information about the scale

and contexts of these living spaces, the exhibition sponsors, the competition entries, as

well as the history of the Bowery and low-income housing development, are woven into the

display through a clear and simple graphic strategy.

By allowing users to tangibly compare the physical dimensions of a variety of living

spaces—a New York City studio, a monk’s cell in France, a budget hotel room, and a

suburban house—the exhibition asks visitors to consider: how much space does it take to

make a home? In reducing spaces to numbers and volumes, the exhibition also confronts

visitors with a question of value: is it quantity or quality that makes a home?

CUR-RENT UNIT33 SF

NEW FIRST STEP UNIT66 SF

MONKS CELL 70 SF

DORMITORY ROOM115 SF BUDGET

HOTEL ROOM200 SF

ONE BEDROOM APARTMENT500 SF

SUBURBAN HOUSE1500 SF

WHERE DO YOU LIVE?

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Comparison of the current and new housing unit sizes

Exhibition information panel + ‘view’

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COMPETITION BOARD30”

40” ALL OF THE STRUCTURE IS DESIGNED TO BE CNC MILLED IN A SHOP AND ASSEMBLED ON SITE

THE HORIZONTAL SUPPORTS ARE CONCEALED BEHIND THE BOARDS,WITH ONLY THE VERTICAL ELEMENTS EXPOSED

ALL PLYWOOD ELEMENTS ARE NOTCHED SO THE PIECES CAN EASILY SNAP TOGETHER

THE VERTICAL STRUCTURE FOLDS OUT TO FORM INFORMATION TABLES AND TO PROVIDE BRACING

Construction in four days by a team of volunteers

We developed a structural system that was lightweight, cheap, and easily erected and dismantled.

WHERE DO YOU LIVE?

Fabrications: Unconventional Collaboration

In order to meet the low exhibition budget (approximately $1/sf), we turned to

some unconventional partners: a local technical high school provided CNC

milling services at a fraction of what commercial fabrication would have cost.

The faculty and students were happy to use their equipment and skills for a

worthy cause.

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28 WRITER’S BLOCK I

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Writer’s Block I >>This project asks how much architecture one can pack into a 190-sf writing-studio-cum-storage-shed-cum-guest-house. The structure maximizes a sense of spaciousness and expansion into nature while having a minimum footprint and environmental impact.

writing studio + boat houseWestport Island, Maine

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Writer’s Block I: Transformable Architecture

From the outside Writer’s Block I looks like a monolithic volume, but several hidden doors open to

reveal an entrance, ventilation openings, and an unexpected boat storage compartment. In order to

pack as much utility as possible in a tiny space, everything serves multiple functions: the surface over

the boat can be used as desk or sleeping surface while structural studs become bookshelves and

storage niches. Boat shed and writer’s retreat coexist in one volume, without either being aware of the

other.

WRITER’S BLOCK I

We studied several options for solving the problem of how to partition a volume efficiently to serve multiple functions while maintaining maximum openness and ventilation.

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SUMMERSUN, NOON

WINTERSUN, NOON

VIEW

PASSIVE COOLING(CROSS BREEZE)

SLEEP+ WORK

SURFACE

SLIDINGPANEL

CANOESTORAGE

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