Astro-Pop Museum
An Interactive Space-Themed Museum with a User-Driven Exhibition
The concept of the design is to tell a story - it tells the story of human colonists (astronauts) who brave the unknown in search of a new home. After finding said home, they uproot their entire life as they (or as we) know it and settle in the new planet. After a considerable amount of time, they go back to Earth and find that it has flourished in their absence.
While brief, the story was made to align with the intent of the challenge which was essentially to promote sustainability. The story ends as it began, the colonists find themselves back on Earth ready liv in their home planet once more - although, with a few small changes this time. This time they wish to see how they would fare if they settled in a different planet, as opposed to exploring because of a dying Earth. While they will never really settle anyplace else, they still keep their eyes on the stars while remembering with their whole heart, that there's no place like home.
There's no place like home - that phrase, is the intended main takeaway after a visit in the museum. The name, Astro-Pop, (named so because it's a space story set to the tune of a graphic novel) was derived because I wanted to convey the story with a more modern touch - because of this idea, I opted to present the entire thing in the style of a graphic novel. Essentially, the entire building, its design, its contents, the interactive exhibits, the user-driven decision with regard to the next exoplanet to visit, was all part of the idea to turn the building into a graphic novel for the people, by the people.
This was also made apparent by the color scheme of the facade (which was a modern palette based on a vortex/blackhole) - even the entrance of the building was designed after the first picture of a blackhole, a dark center complimented by a yellow, yellow-orange hue then exploding into kaleidoscope of color. Not only was the exterior inspired by things from space, but also the interior - the interior was programmed in the same way a NASA mission would be.
That said, the museum was organized by hierarchy (in its base essence) - since the height limitations for this project were a bit low for my initial concept, I opted to go underground, fully respecting the given FAR for the project. The FAR restriction actually worked to my favor in this project because I wanted to have a surprise area - an area that isn't obvious when you look at the building. That's why certain floors are shorter than the others, for one, it creates a view space (an interior vantage point, so to speak), it respects the FAR, and most importantly, it gives me an area inside the building with a high ceiling.
The placement of the 'Habitat' exhibit also created this sort of negative thought concept that living in another planet with a severely hostile environment is beneath us - at the same time, the Sector 4 exhibit, or Nuovo Terra, is placed at the Second Floor further adding to the thought concept that staying on Earth is better than staying elsewhere.
Going back to the NASA concept, the areas of the museum follow a control center, then a colony ship/cargo ship to the exoplanet, then actually settling on said planet, then going back to Earth, then finding another place to explore - the inspirations of which are how NASA has launches and missions to the ISS combined with the conceptual story I have created.
Diving deeper into the program, the storyline curation and the respective interactive activities and exhibits were designed so that the guests have a safe space to explore and to understand the difficulties of colonization. Thanks to the technology of today, we are not only able to simulate these things but can also view them remotely (incidentally is also part of the museum program).
To ensure that the people will go back to the museum, the user-driven vote system was included in a hologram exhibit area - to ensure the continued interest of the guests. Furthermore, the outside of the museum will be used as an outdoor temporary exhibition space. An area at the most visible part of the site has been allotted for a 3D printer so it can construct designs of habitats and the guests may use those for a night or so as part of the museum program. The park grounds may also be used for stargazing camps, to display prototype habitats, or to even display spaceship/colony ship prototypes, the list goes on in that regard.
Most of the original program of the design was kept because I realized that the unique approach of the museum to curation would encourage more people to return to the facility, thus solidifying the intended message.
The museum's aesthetic was designed in such a way that it is modern, it conveys that it is a place of importance, but most importantly, not alienating - and since my concept was a astronaut journeying into the unknown, the outside looks like a vortex. It is a vortex that allows you to see all around the site so the guests don't feel alienated, and so they have the chance to appreciate the vistas of their everyday surroundings. The white concrete exterior paired with painted prism was chosen to give the people a sense of familiarity and to attract them to go in.
To end, if ever the story of the colonists comes true, I hope that they find the museum the way I imagine it - an old but dignified building that is pleasing and attention-getting. A place that's slightly overgrown but in the utopian way that welcomes them back with open arms - and I hope that they will realize the true meaning of home.
Popular Articles
Popular articles from the community
3dor Concepts Wraps a Kerala Home in Mirrored Concrete Arcs Around a Courtyard Tree
In the Western Ghats foothills of Thamarassery, a 270 m² single-story house uses two curved volumes to frame nature as its center.
Ippolito Fleitz Group Identity Architects Turn Eight Floors in Shanghai into a Vertical Creative City
Publicis Groupe's new headquarters in Xintiandi reimagines the office as a courtyard-driven urban landscape stacked across eight floors.
Fausto Terán and Toro Fuse Japanese Craft with Mexican Tradition in a Lakeside Retreat
Nakamura House pairs Shou-Sugi-Ban charred pine with handmade clay tile at the foot of Atlangatepec Lagoon in Mexico.
HCCH Studio Wraps a Shanghai High-Rise Office in Curved Walls of Translucent Glass
A 1,000 square meter fit-out in Lujiazui replaces the typical tech-office palette with layered glass, micro-cement, and quiet rigor.
Similar Reads
You might also enjoy these articles
The Rhythm of Seasons
A Farmers' Market Connecting Nature and the City
More Than a Building-Designing a Living System
More Than a Building-Designing a Living System
Base Beyond
DESERT COMPOUND ARID: TOURISM OF ABSENCE AND ABUNDANCE
Explore Space Architecture Competitions
Discover active competitions in this discipline
The Global Benchmark for Architecture Dissertation Awards
The Global Benchmark for Graduation Excellence
Comments (0)
Please login or sign up to add comments
No comments yet. Be the first to comment!