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The Center for

 Creative Brainstorming

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                                               "We need to talk. I have been doing some serious thinking..."   

First place in student design competition, 1998, 7 week project ,Fall 1997, University of Arizona

The Center for Creative Brain Storming started with a simple question, "What kind of space will inspire designers for the next century?" The design was to be highly critical and take into account advances in computer technology along with traditional means of design. 

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Brainstorming is a very common part of problem solving. Ideas and thoughts are thrown about till they start forming a useable approach to the problem. It is  the same with architectural design as with any creative endeavor. Thus the original concept was a space that had to inspire brainstorming. A place that all  types of people might come to use, to alter their perception, to think in a different way, to share ideas. A place that would also change with the users and the environment

A computer model was created to mimic the process of brainstorming. It was a very simple conceptual model. An array of unrelated words flew around the user as the exterior boundaries of the space changed from blank walls to transparent colored images. The idea was that thoughts(represented by the different words) changed and formed into linked perceivable patterns. The question arose of how to create space from unrelated or uncommon ideas. The results of different people's reactions where interesting.   

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Each user felt something different, and saw something different. Few people had the same approach or reaction to the conceptual computer model. A common reaction was that each user tried to focus on a word (or combination of words), to understand what  exactly was going on.They would ignore different elements so they could focus, and then follow that word  around till they picked up some kind of order to the diagram and movement. As long as there was an element to focus on, the space itself could be a mixture of unrelated chaotic elements. A playground of architectural space and light, using words to form space. 
The design unfolded by creating interactive objects, held within a repetitive frame. The "objects" were like the words.  The frame was the element that people could remained focused on. The "objects" were designed like a science museum, where each exhibit tries to communicate one particular principal.... but in this case, each "object" tried to influence perception. The Chaotic interactive elements, combined with  the rigged repetitive frame, formed a challenging and interesting space.

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