Playscapes - P6

Fidget

Jiyoo Jye
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fidg·et /ˈfijit/

noun: fidget; plural noun: fidgets

1. a quick, small movement, typically a repeated one, caused by nervousness or impatience.


Background: Fidgeting itself has been around for ages. Humans are hard-wired for self-regulation enacted through tangible, tactile sensory experiences.These mind-body mechanisms are initiated with specific objects with at least two key qualities: a distinct tactile experience and an ease in repeating that stimulation (Dr. Michael Karlesky, UC Santa Cruz). 

Prompt: As a one day exercise, you will work in pairs to prototype fidget devices for children. Your prototypes should consider the following goals:

  • Provide children with early tactile learning experiences, enhancing mind hand coordination
  • Promote acute muscular mobility through repetitive motion and blood circulation
  • Allow opportunities for individual and collaborative movement and game 
  • Disperse nervous energy or anxiety 
  • Design portable, compact hand toy that can be carried everywhere conveniently

Instructions:

  1. Research up to 2 precedents that open up more options to reconsider a tactile fidget toy.
  2. Sketch out 3 different ideas for your prototypes, keeping in mind the prompt goals.
  3. Get feedback from your peers and coaches before jumping into low-fidelity prototyping.
  4. If you have time, iterate on your designs to hone in on specific elements that can enhance the current model.
  5. Document all your work (including precedents and sketches) and upload to the Response tab of this assignment by EOD.

EARTH INFRASTRUCTURE

Ethan Donaldson

Earth Infrastructure is a play-area project that uses a piece of the sites history to engage children in different kinds of mental and physical play. Using pipes carrying water, sound, and other entities, the kids will have an experience reminiscent of when Danehy Park was an industrial area.

The concept of Earth Infrastructure covers the initial ideas of uncovering the earth of the site and using pipes for various creative applications. Coring out a piece of earth and 'potting' it was difficult because we needed some watering method to keep the grass alive. To solve this without being costly or technical, we considered gravitational irrigation. Transparent PVC pipes carrying the water supply will draw kids attention through the park, while at the same time serving as an attractive, low pressure irrigation. Incorporating the watering method and the aesthetic rules of Earth Infrastructure, we then designed a series of interconnected benches and planters made of pipes to be placed incrementally around the park. Steel is an excellent medium for transporting sound, and stays true to the theme of industry. Using this steel piping and conical sound catchers on different sides of the park and in sitting areas serves those who are differently abled and those not engaged in active play. Also kids watching water flow down from the top can send messages from their sitting position. Concepts for trampolines, sculptural fountains, and speaking connections were also developed for more general use. Using the principal of making rushing water active and enjoyable to watch makes for an experience that's much different from a standard playground experience while maintaining climb ability and physical action. Using these two applications, kids learn about the use of pipes and connected infrastructures. 

Climb N Spin: Presentation

Richard Lourie

Chiara Blissett, Richie Lourie, Max Colognesi

"Climb N Spin" encourages collaborative play and gives a child a sense of accomplishment. Typical playgrounds do not have many structures that require teamwork to use them and are universally designed. Danehy Park, in Cambridge, has a unique landscape. This climbing contraption uses the bumps in Danehy’s land to support the weight of the ramp and make the incline less steep. The structure is composed of three circular platforms, two of which rotate with the assistance of a child. All platforms connect in the center via a sturdy pole, and the structure is wrapped in netting in which children can use to climb from one tier to the other. The bottom two levels are wheelchair accessible, and everybody can use it in some way, no matter their limitations. With “Climb N Spin,” children, parents, and caretakers can collectively spend more time together and have a blast, all while advancing young minds.

ROOM REORIENTED

Tinna Grönfeldt


Room Reoriented is a play sculpture intended to challenge children’s perceptions of space. By using rooms as the basis for the project there is already an established expectation of space that can be inverted. The resulting feeling of disorientation can be fascinating and whimsical. The idea of emerging in a new, warped, location and having to reorient oneself in the play space can insight curiosity and play. The project will allow children to be more spatially aware and improve their gross motor skills.

The structure consists of two rooms, one of which is the warped and flipped version of the other. The rooms are connected by a net tunnel through the roof to allow kids to climb through and experience a sense of disorientation and challenge as they navigate through the space. The structure was made with the idea of universal design in mind to allow all age groups and people with disabilities to be able to interact with the structure in some way. There are landforms in place to ensure that the main ‘rooms’ of the structure are wheelchair accessible. The areas designed to cause disorientation have large and visible exits so that, in case of sensory overload, there is no fear of getting trapped, and also all the hanging furniture is cushioned to increase the tolerance for error if they are bumped into.

CAVERNOUS LANDSCAPE

Maddie Johnson-Harwitz

Cavernous Landscape is an art-play piece that allows children of all ages to engage in risky play. This type of play helps kids develop spatial awareness, problem-solving, and risk management skills in a controlled environment. Typical playground design aims to restrict danger and creativity while the Danehy project seeks to break away from design norms to give children an exciting playscape. Cavernous Landscape gives children a space to adventure and traverse within the best of their abilities.

Cavernous landscape consists of two grand arches protruding from a hill. The arches are constructed using lamination to create three-dimensional shapes the children can climb on. The larger arch is more open, whereas the smaller arch is more enclosed. There is also netting-in a cone shape- that leads children down after they climb up on the wall of the larger arch. Caregivers can watch children climb from a path through the inside of the netting.  Cavernous Landscape is unique and distinguishable in the landscape of Danehy Park, and is a space for children to dive into and explore.

Recipe For Play

Anara Magavi

Rhino Commands

Andrew Todd Marcus
Rhino Commands.pdf