STUDENTS PROJECTS

PROJECTS 2011

Ancient market square: labyrinth, game, walk

24 March, 2012

Ancient market square: labyrinth, game, walk

Revival of the square through the alternation of the uses and of the morphology of the components.

Greek version


Students: Chatzigeorgiou Renia
Academic Supervisors : Dimitris Fragkos, Zoi Karakinari
Aristotle University of Thessaloniki _School of Architecture
Project examination date: 2011

 

 

 

In the centre of Thessaloniki there is an obvious lack of active public spaces that seek for their reinstatement to the public daily life, such as the ancient market square. This proposal aims to revive the square by creating new public and collective uses which are equally enjoyed by all residents and especially young people and children, and by causing the interaction and socialization of all citizens. The main axis of the proposal is the alternation of the uses and of the morphology of the components. Moreover, the main design idea is the labyrinth as an organizational element of space, as a game of discovery and as a mechanism that attracts the citizens in order to read the space at first and then experience it.

The proposed uses are divided into three general categories:

The first category is created by multiplying a standard unit that changes morphologically in three different models. Each model when multiplied creates each use. Specifically, the model of the pavilion creates the market, the model of walls with windows gives the outdoor art exhibition and the model of two vertical walls creates a closed projection room.

The second category consists of playgrounds for children of all ages, sports facilities and a maze made of Plexiglas of 1.5 meter. This area is characterized by the existing green, which is now accented and reinforced with new in the form of trees and grass. The dense vegetation eliminates the external noise, reduces the urban pollution and creates a sense of introspection and protection to the users of this area.

The third category of uses aims primarily to the relaxation and the interaction if the users. Seats of 5 -10 people and sound-protected areas make the space accessible and intimate to all users.

The boundaries of each category are confused with the others, they are not strict. Their interaction enhances even more the sense of a disorienting labyrinth structure. To conclude, each user can walk, run, sit, lie down, read, eat, play, do sports and create anywhere in the square and at any time of day.

Resulting in 5 words: _labyrinth _stop _game _urban green_ experiential adeptness

 

 

 

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