critic: wes JONES
suckerPUNCH: Describe your project.
conway PEDRON: Within the context of the studio taught by visiting critic Wes Jones, the project, a museum for the Space Shutlte Endeavour in Exhibition Park, Los Angeles, was to be thought of as a “game”. Games are distinguished as much by their rules as by the play those rules enable or circumscribe. In architecture the more important rules are not inherited or legislated, but discovered on the fly, in the feeling of rightness that settles over the project as it is refined during the course of design.
The game’s natural regard for thinking and cleverness will be operationalized through willful, managed design that explicitly articulates relevant issues regarding the choice of games, their rule sets and criteria for success (and modes of failure), as well as the strategies and tactics of play.
In the case of this design, the primary game played was one of historical interaction and juxtaposition as a means of preservation and additive architectural integration. Following a midterm twist by Wes Jones, a second shuttle, the Russian shuttle Buran, was added to the program, thus creating a duality game that was integrated into the original historical reaction game. This created a new set of relationships that allowed for a potential new reading of the building in the circulation that unveils and reveals through lighting, structure, and color.
sP: What or who influenced this project?
cP: Wes Jones, Jordan Hines, Nasa mission reports, Sanford Kwinter, Coop Himmelb(l)au.
sP: What were you reading/listening to/watching while developing this project?
cP: Reading: Sanford Kwinter, Ludwig Wittgenstein; Listening: Lucero, Smashing Pumpkins, Tupac; Watching: Battlestar Galactica, Weeds.
sP: Whose work is currently on your radar?
cP: Oyler Wu, Yaohua Wang, Snohetta, Morphosis, Howeler+Yoon, Studio Shift.