Labyrinth of Sanguinity: Welded Steel Play Modules That Turn Refugee Camp Monotony Into Positive Chaos
Two-metre frames of bent and welded hollow pipe, scattered across a settlement, offer children in refugee camps a labyrinth to climb, crawl and explore.
Refugee camps already have chaos in abundance: displacement, instability, and the daily grind of survival. Labyrinth of Sanguinity does not try to tidy that chaos away. It proposes a different kind instead, one that is deliberate, spatial, and playful. The project starts from a sharp conceptual inversion, turning negative chaos into positive chaos. The result is a family of compact steel frames whose tangled geometry asks children to explore rather than simply endure.
Designed by Hrushikesh Shah and Madhav Joshi, the proposal draws on conditions in settlements like the Zaatari Camp in Jordan. Zaatari began as a temporary emergency response and has hardened into a semi-permanent urban fabric of repetitive built forms, with little spatial diversity and few opportunities for social or cognitive development. The designers focus on the residents most shaped by that environment, the children, and argue that architecture can play an active part in their psychological recovery rather than serving only as shelter.
A Settlement Mapped as a Network of Play Nodes

The isometric site plan sets out the project's real ambition. This is not a single playground but a distributed system. Play modules are scattered through the camp grid and clustered near the pink community buildings, linked by a dashed walking route that reads almost like a child's path through the settlement. The designers place units near community centres, markets, and educational spaces, so that play sits where daily life already happens instead of in a fenced-off corner.
This is the strongest strategic move in the scheme. A single module is small, but repeated across a settlement it becomes a network of interactive nodes, micro-environments of stimulation inserted into an otherwise monotonous urban grid. The drifting cloud overlays soften the technical drawing and hint at the emotional register the project is aiming for: lightness laid over hardship.
Triangulated Frames That Refuse a Single Path

Up close, the labyrinth becomes legible. Intersecting frames, inclined members, and triangulated geometries build a dense, non-linear field at roughly two metres in scale, and the silhouetted children in this view use it in different ways: some climb the red steel, some hang from the mesh netting, some stop to look out. The structure does not set out a route or a correct way to play. It offers affordances and lets children write their own rules.
That refusal to over-programme matters. The designers frame each interaction as an opportunity for cognitive and physical development, and climbing, crawling, and balancing do build strength, coordination, and spatial judgement. Because the frame redefines itself through use, it rewards return visits, which is a real virtue in a context where children may live with the same handful of spaces for years.
Red Steel Against the Tent Line


Set beside a long row of tents, a single red frame breaks the rhythm of identical shelters, and children gather in the patch of shade it casts. The colour is doing serious work here. Against the beige uniformity of the camp, the red marks the module as a destination, a landmark a child can find and name. In the second view, three frames sit together on open ground in front of low sheds and utility poles, showing how modules can be grouped into a larger play field where space allows.
The construction logic supports this flexibility. The structure is made from hollow metal pipes, bent and welded into a network of inclined and vertical members, which keeps material use low while maintaining stability. Where resources, time, and skilled labour are all scarce, a system built from standard pipe and basic welding is not a compromise. It is the design.
Play Woven Into Markets and Domestic Streets


The final two perspectives show the modules at their most convincing, absorbed into everyday camp life. One frame stands at the edge of a market street, with shoppers, hanging clothes, and power lines overhead; parents can trade while children climb within sight. Another pair sits among low flat-roofed houses and water tanks, with a third module visible in the distance under cloud, which suggests how the network might read from street level as a scattered constellation.
These drawings make a quiet argument about adjacency. Placing play next to the market or the home turns it into a shared social anchor as well as an amenity for children. Adults pause, neighbours meet, and the module becomes a small civic point in a settlement that rarely gets any.
Why This Project Matters
Humanitarian architecture usually answers the most urgent needs first: shelter, water, sanitation. Labyrinth of Sanguinity makes a persuasive case that spatial stimulation belongs on that list too, particularly for children whose development depends on the environments they grow up in. By reframing play as a spatial and social catalyst, Shah and Joshi treat the psychological life of a camp as a design problem worth solving.
What gives the proposal credibility is the match between concept and means. The idea of positive chaos could easily have become an expensive sculptural gesture. Instead it is resolved in bent and welded pipe at a two-metre scale that can be built, repeated, and distributed. It is a small intervention by design, and its potential lies in how widely it could spread.
View the Full Project
About the Designers
Designers: Hrushikesh Shah, Madhav Joshi
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Project credits: Labyrinth of Sanguinity by Hrushikesh Shah, Madhav Joshi.
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