Elevate and Upheave the public experience
Bringing urban spaces to life
Introduction
Technology has miraculously enabled people to stay connected, informed, and entertained, almost everywhere. It is usual for someone to stare at their screens despite being surrounded by people in public spaces. Even though these spaces are designed to offer respite from the constant hubbub of urban life while fostering interactions between strangers. Social interaction is a way to communicate ideas, meet new people and share conversations in a social setting. However, this definition is changing with the introduction of new companions in the form of devices that accompany people everywhere we go. This raises the question of whether we have surrendered ourselves to devices that in turn isolate us from those around us?
Or conversely, is the real world not interesting enough?
Context
Wikipedia defines human-centred design (HCD) as “a design and management framework that develops solutions by involving the human perspective in all steps of the problem-solving process.” Our entire existence has been about involving the human perspective in all steps of the process, so is the technology we use. This core idea has also framed the cities we live in and homes we dwell in. When we get down to unfold the parts and pieces that surround us, we realised human-centred design is just an extension of this belief in both name and execution.
Issue
This connectivity continuum, at its outset, has enabled us to do more than what we could in the past. In a way, this has also implied that we can be present anywhere anytime without actually being there. The hyper-productivity mindset with passing time has eventually made humans more dissatisfied and caught up with things in the name of efficiency. And our feelings for the role of public spaces, in general, are no different from this fundamental idea. Its this similar mindset that propels the civic planners to squeeze in an extra office block, or a housing unit, or a road for quick mobility - instead of creating actual quality public space for plenty reasons - but mostly in the name of ‘efficient’ and ’cost effective’ city planning.
Does this mean our devices are getting better but our public spaces are not?
BRIEF
This competition thus enquired on the whole context and asked the participants to answer the following question through their design!
Design questions: What can we do for these outdated poorly performing public spaces/streets suffering from this quality crisis and outdated design? If we can’t break this connectivity continuum, how can we break the screen time for a short while to disconnect and reconnect, even for a few seconds? If not possible to break the screen time then how can we use these devices in our hands to make our public spaces relevant again?
Design challenge: The design challenge was to create an installation in the public realm, that can 'elevate' its people from these busy streams of thought / break their long screen time / introduce an element of play in their busy urban lives.
The term ‘elevate’ was stated here metaphorically and is open for interpretation by the participants. This activity/function/installation could be a permanent/temporary / or just a minor functional deviation every day that can brighten city lives even in the most unplanned places.
Objectives
The following objectives were given as points of beginning to conceive this design. Participants were supposed to assume their contexts and audience before initiating their design process.
Lively: Should be a vibrant part of the streetscape
Inviting: Should be open/accessible for people to be a part of.
Relevant: Uses fun / fresh / digital mediums to engage.
Inclusive: Should be able to connect a wide age group.

The best projects of this competition are as follows :
Winning Project: Under The Skin
By: Rachel Sau

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Runner-Up: PROP
By: Christopher Green & Rahman Ismail

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Runner-Up: OUR INFINITE CONSEQUENCE
By: Veronica Vacaro & Roberta Sinesio

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People’s Choice: Fore^t De Poche
By : Anita Stankova & Sehr Gupta

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People’s Choice: CUBE(ish)
By: Selen Karadogan, Mert Akay & Ecem Kutlay

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Editorial Choice: ARCADED MID-AIR
By: Feiyi Bi & Xinyu Yi

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Editorial Choice: THE GAP - City APP for the public
By: Wenpeng Bi & Yi Zhong

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Editor's Choice: Maze Intersection-Back of the order in urban spaces
By: Wenqi Wu, Zhao Meng & Yang Wenhao

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Editor's Choice: Tropos
By: Evangelos Polykandriotis, Giulia Arienzo & Shiri Dobrinsky

Conclusion
This competition offered the participants to interpret the context of urban spaces from their eyes using various lenses. They designed an installation in the public realm that can elevate its people from these busy streams of thought, break their long screen time and introduce an element of play in their busy urban lives.
The jury for the competition consisted of esteemed designers, professionals and academicians from around the world. The Lead Jurors for the competitions were as follows:
Christopher Gammons, Principal, HMWhite, United States
Rok Žnidaršič, Co-founder, MEDPROSTOR d.o.o., Slovenia
Juan Mullerat, Principal, PlusUrbia LLC, United States
Scott Ibbotson, Associate Director, Turf Design Studio, Australia
Discover the full results here:https://uni.xyz/competitions/elevate/entries
Discover the design brief here: https://uni.xyz/competitions/elevate/info/about
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Discover other design competitions to participate here: https://uni.xyz/competitions
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