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WEEK 11 S2: Developing the Proposal - Zoning


One of the key aspects of my design is that I want the proposal to feel like a natural and fun place to do repairs. I want to remove the idea of a 'clinical' or 'industrial' feel within the interiors but instead for there to be a sense of fun and of the outdoors within the space. In order to begin a design methodology for the proportions of greenery, workshop spaces and the fun / interaction spaces I decided to begin observing the Land Use in the UK, to see the proportion of greenery to built up area within the city of Oxford.


53% of the land in Oxford is built on, whilst 14% is green urban and 31% is farmland, with 1% being natural. This percentage of built up area is actually considerably lower than most other cities in the UK, with others having approximately 70% of the land being built upon. In contrast to the whole country, however, it is larger, as 8.8% of the land in England is built on, and 72.9% of it is farmland.


When it comes to considering a good balance between greenery and built up areas, I am always drawn towards Stockholm's City Plan. Stockholm is a city in which they have tried to maintain 1/3 of the land area as built upon, 1/3 as greenery and 1/3 of it being water. In theory, one should not be 800m away from any of these at any point within the main city area. I find this quite an impressive model to follow, and it's no wonder that some may call Stockholm an Urban Planner's Dream. During my year out living in Stockholm, you can always appreciate the contrast of the different areas, even in the depths of winter. I believe this improves the quality of life within the city. Although the city is not perfect, this model of dividing the area into thirds is one I would like to follow for my building.


Below is a diagram illustrating how Building 30 or the Workshop building, will be zoned. One third of the area will be workshop, one third will be greenery and parks and one third as interaction zones (defined as social spaces, as well as places where people can learn, interact, share and observe the cemetery of consumerism). I will be developing the building on these design principles.


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