CULTIVATING CREATIVE CULTURE INTO SOCIAL SPHERE: CREATIVE ECONOMY COMMUNITY COLLABORATION PARK IN BSD CITY
The creative culture and development of science and technology has created the industrial revolution 4.0, namely the creative &digital economy industry. The creative economy industry is the latest industrial phenomenon that is becoming a new trend and has a great contribution to the national...
Saved in:
Main Author: | |
---|---|
Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/60145 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
id |
id-itb.:60145 |
---|---|
institution |
Institut Teknologi Bandung |
building |
Institut Teknologi Bandung Library |
continent |
Asia |
country |
Indonesia Indonesia |
content_provider |
Institut Teknologi Bandung |
collection |
Digital ITB |
language |
Indonesia |
description |
The creative culture and development of science and technology has created the industrial
revolution 4.0, namely the creative &digital economy industry. The creative economy industry is the
latest industrial phenomenon that is becoming a new trend and has a great contribution to the
national economy lately. In contrast to other types of industries, this industry is driven by renewable
resources, namely intellectual resources that prioritize creativity and innovation so that many
millennials are in demand as the main actors who are experiencing demographic bonuses in Indonesia.
The creative economy industry has the potential to become a sustainable economic factor in the
national economy in the future. What's more, the development of the national creative economy
industry in recent years shows tangible evidence as capital of the development of this industry.
Architecture is one of the appropriate responses in response to this phenomenon. Architecture
can play a role in creating a container of collaboration that facilitates the needs of creative and digital
economic communities and a third space that can instill and influence creative culture to the public.
Therefore, creative space based on public space becomes a design typology solution. The aim of this
project is to create a collaboration platform to instill and cultivate creative culture and accommodate
the development of creative economy industries in Indonesia while creating mutualism relationships
between the creative economy community and community elements. In addition, this project is also
expected to play a role in realizing the new echo of BSD City as Integrated Creative & Smart Digital City
related to the project location located in Digital Hub BSD City, an area that is planned to become the
center of indonesia's creative and digital economy industry or Sillicon Valley.
There are 4 functions of space that are the main scope of this creative space design, namely
collaboration functions, appreciation functions, educational functions, and recreational functions for
users to create, innovate, and form communities. The functions of the space are aimed at creating a
creative space based on public space as a collaborative park with a creative, innovative, recreative,
and interactive nature of space. Therefore, to achieve the goals and scope of this project, the design
issues raised are flexibility, sustainable intelligent building, social interaction, and restorative
environment.
Then, the issues raised developed into the basis of the design concept based on the theories of
related researchers. The theory of "Spatial Quality of Creative" put forward by Katja Thoring (2019)
became the design foundation of creative space typology with criteria for designing source of
stimulation, knowledge processor, indicator of culture, process enabler, and social dimension. The
theory of "Flexibility in Architecture" proposed by Geoff (2007) became the foundation of the problem
of flexibility with adaptable design criteria & universal, transformable, responsive, and variety. The
theory of "Intelligent Building Criteria Selection" put forward by Omar (2018) became the foundation
of the sustainable intelligent building problem with the criteria of designing intelligent skins, building
automation systems, energy management systems, sensors, smart materials, passive design, and
renewable resources. The theory of "Proxemic Behavior" proposed by Edward T. Hall (1960) became
the basis of the problem of social interaction with the criteria of proximity, sociopetal, and passive
contact design. The theory of "Attention Restoration Theory" proposed by Kaplan (1989) became the
foundation of restorative environmental problems with the criteria of design being away, extent,
compatibility, and fascination.
Broadly speaking, the design concepts in this creative space are creative &digital placemaking,
flexible architecture, smart sustainable architecture, and biophilic architecture, which are applied to
the exterior andinterior. This design has 2 main masses connected by infinity-bridge as an architectural
icon and carries the concept of mix-use millennials creative space with a unique working environment
by melting the inner space and outdoor space to accommodate the target user and various activities
aimed at this design. This design also applies various systems of structural variation ranging from
simple post-beam structures and collaborated with long-span structures such as space frames,
diagrids, and tensile structures that are complex, so that the application of structural variations in this
design also becomes an aesthetic value |
format |
Final Project |
author |
Helmi Falah Nur, Muhammad |
spellingShingle |
Helmi Falah Nur, Muhammad CULTIVATING CREATIVE CULTURE INTO SOCIAL SPHERE: CREATIVE ECONOMY COMMUNITY COLLABORATION PARK IN BSD CITY |
author_facet |
Helmi Falah Nur, Muhammad |
author_sort |
Helmi Falah Nur, Muhammad |
title |
CULTIVATING CREATIVE CULTURE INTO SOCIAL SPHERE: CREATIVE ECONOMY COMMUNITY COLLABORATION PARK IN BSD CITY |
title_short |
CULTIVATING CREATIVE CULTURE INTO SOCIAL SPHERE: CREATIVE ECONOMY COMMUNITY COLLABORATION PARK IN BSD CITY |
title_full |
CULTIVATING CREATIVE CULTURE INTO SOCIAL SPHERE: CREATIVE ECONOMY COMMUNITY COLLABORATION PARK IN BSD CITY |
title_fullStr |
CULTIVATING CREATIVE CULTURE INTO SOCIAL SPHERE: CREATIVE ECONOMY COMMUNITY COLLABORATION PARK IN BSD CITY |
title_full_unstemmed |
CULTIVATING CREATIVE CULTURE INTO SOCIAL SPHERE: CREATIVE ECONOMY COMMUNITY COLLABORATION PARK IN BSD CITY |
title_sort |
cultivating creative culture into social sphere: creative economy community collaboration park in bsd city |
url |
https://digilib.itb.ac.id/gdl/view/60145 |
_version_ |
1822275799969955840 |
spelling |
id-itb.:601452021-09-17T14:44:51ZCULTIVATING CREATIVE CULTURE INTO SOCIAL SPHERE: CREATIVE ECONOMY COMMUNITY COLLABORATION PARK IN BSD CITY Helmi Falah Nur, Muhammad Indonesia Final Project architecture, creative space, digital, creative economy, community, collaboration, public space INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/60145 The creative culture and development of science and technology has created the industrial revolution 4.0, namely the creative &digital economy industry. The creative economy industry is the latest industrial phenomenon that is becoming a new trend and has a great contribution to the national economy lately. In contrast to other types of industries, this industry is driven by renewable resources, namely intellectual resources that prioritize creativity and innovation so that many millennials are in demand as the main actors who are experiencing demographic bonuses in Indonesia. The creative economy industry has the potential to become a sustainable economic factor in the national economy in the future. What's more, the development of the national creative economy industry in recent years shows tangible evidence as capital of the development of this industry. Architecture is one of the appropriate responses in response to this phenomenon. Architecture can play a role in creating a container of collaboration that facilitates the needs of creative and digital economic communities and a third space that can instill and influence creative culture to the public. Therefore, creative space based on public space becomes a design typology solution. The aim of this project is to create a collaboration platform to instill and cultivate creative culture and accommodate the development of creative economy industries in Indonesia while creating mutualism relationships between the creative economy community and community elements. In addition, this project is also expected to play a role in realizing the new echo of BSD City as Integrated Creative & Smart Digital City related to the project location located in Digital Hub BSD City, an area that is planned to become the center of indonesia's creative and digital economy industry or Sillicon Valley. There are 4 functions of space that are the main scope of this creative space design, namely collaboration functions, appreciation functions, educational functions, and recreational functions for users to create, innovate, and form communities. The functions of the space are aimed at creating a creative space based on public space as a collaborative park with a creative, innovative, recreative, and interactive nature of space. Therefore, to achieve the goals and scope of this project, the design issues raised are flexibility, sustainable intelligent building, social interaction, and restorative environment. Then, the issues raised developed into the basis of the design concept based on the theories of related researchers. The theory of "Spatial Quality of Creative" put forward by Katja Thoring (2019) became the design foundation of creative space typology with criteria for designing source of stimulation, knowledge processor, indicator of culture, process enabler, and social dimension. The theory of "Flexibility in Architecture" proposed by Geoff (2007) became the foundation of the problem of flexibility with adaptable design criteria & universal, transformable, responsive, and variety. The theory of "Intelligent Building Criteria Selection" put forward by Omar (2018) became the foundation of the sustainable intelligent building problem with the criteria of designing intelligent skins, building automation systems, energy management systems, sensors, smart materials, passive design, and renewable resources. The theory of "Proxemic Behavior" proposed by Edward T. Hall (1960) became the basis of the problem of social interaction with the criteria of proximity, sociopetal, and passive contact design. The theory of "Attention Restoration Theory" proposed by Kaplan (1989) became the foundation of restorative environmental problems with the criteria of design being away, extent, compatibility, and fascination. Broadly speaking, the design concepts in this creative space are creative &digital placemaking, flexible architecture, smart sustainable architecture, and biophilic architecture, which are applied to the exterior andinterior. This design has 2 main masses connected by infinity-bridge as an architectural icon and carries the concept of mix-use millennials creative space with a unique working environment by melting the inner space and outdoor space to accommodate the target user and various activities aimed at this design. This design also applies various systems of structural variation ranging from simple post-beam structures and collaborated with long-span structures such as space frames, diagrids, and tensile structures that are complex, so that the application of structural variations in this design also becomes an aesthetic value text |