The Winners!
INTO THE RABBIT HOLE 2024
First Prize Winners
Xinyi Tang, Yuan Su and Yixuan Wang
China
Xinyi Tang, Yuan Su, and Yixuan Wang are undergraduate students from the Industrial Design department at Tsinghua University, with a focus on spatial design. Their university offers an exceptional environment and resources, enabling them to explore various aspects of space-related design collaboratively. They are passionate about interactive art and experiential design, striving to create unique and meaningful experiences that promote engagement and connection through innovative forms and interactions.
Introduction
We are a group of undergraduate students from the Industrial Design department at Tsinghua University, focusing on spatial design. Our school provides an excellent environment and resources that allow us to explore various aspects of space-related design together. We are passionate about interactive art and experiential design, aiming to create unique and meaningful experiences that foster engagement and connection through innovative forms and interactions.
Our participation in this competition stems from a deep reflection on the relationship between Alzheimer's disease and architecture. The theme of this competition provides us with an opportunity to reassess how we can use architecture and space to improve mental health, especially in the context of cognitive impairment. Architecture is not just a physical structure; it also serves as a vessel for emotional and psychological experiences.
This competition has prompted us to think about how architecture can become a sanctuary for healing the mind. Our understanding of "sanctuary" extends beyond individual experiences within a space; it encompasses a focus on and support for specific groups, particularly vulnerable populations such as Alzheimer's patients and their caregivers.
We believe that architecture can serve as a symbolic platform, reflecting society's sensitivity to and responsiveness to the needs of different groups. We hope this concept will inspire public reflection on the challenges faced by marginalized communities. Through our architectural design, we aim to create a space that cares for individuals while also being inclusive of groups, ultimately becoming a true sanctuary for the mind.
Design Concept
Our design stems from a deep sense of care and observation for Alzheimer's patients and their caregivers, as we encounter these individuals in our daily lives. We often realize that we cannot truly solve the actual challenges faced by patients; this remains a complex and daunting task. However, we believe that through design, we can change societal perceptions of patients and their conditions.
In this process, we created an immersive VR interactive experience that allows participants to personally feel the cognitive differences and emotional fluctuations of patients through spatial interaction. We hope this design enables people to understand the patient’s world from a new perspective, experiencing their loneliness and helplessness. This is not just a redefinition of space, but also a resonance of emotions.
We employ game mechanics to enhance participant engagement, encouraging everyone to reflect on their own cognitive perspectives during the experience. The core of this design lies in fostering empathy, prompting the public to think more deeply about relationships and connections between individuals. While we cannot directly address the challenges posed by Alzheimer's, we aim to promote broader discussion and understanding, creating a more inclusive and compassionate social environment.
Through our efforts, we hope to bring about positive change for both patients and society, helping everyone approach this complex issue with warmth and understanding.
Architectural Innovation
We first innovated traditional spatial layouts by breaking conventional spatial divisions and adopting non-linear and flexible configurations. This created a multifunctional user experience, allowing visitors to freely explore and move in different contexts. At the same time, we introduced interactive elements, enabling the audience to actively participate rather than just passively observe.
Secondly, we applied new technologies, such as virtual reality and augmented reality, to enhance the immersive experience, transcending the limitations of physical space. Additionally, we utilized sensors, sustainable technologies, and intelligent systems to further enhance functionality and user experience.
Finally, we incorporated narrative and emotional connections into the design, conveying stories of care for Alzheimer's patients through the space. This helps participants resonate emotionally while considering human psychological needs, creating a warmer and more inclusive environment.
These elements effectively helped us break through the constraints of traditional architectural spaces and explore more futuristic and experimental designs.
Social Impact
We have the following views on addressing mental health issues through innovative design based on our field of study.
First, it is essential to enhance awareness and education: by creating educational spaces and interactive experiences, we can raise public awareness of mental health issues, eliminating misunderstandings and biases. For example, exhibitions or interactive installations can convey important information about mental health and promote dialogue.
Secondly, it is crucial to create supportive environments: designs focused on mental health can aim to create comfortable and inclusive spaces that provide support and a sense of safety. Whether through soft colors, the introduction of natural light, or thoughtful spatial layouts, design can help reduce anxiety and stress.
Next, providing opportunities for interaction and participation is important: by incorporating interactive elements, design can encourage participants to actively engage in activities, enhancing social interaction. This can help alleviate mental health issues and foster connections between people.
If feasible, integrating technology with therapy is beneficial: utilizing technologies such as virtual reality and augmented reality, design can offer immersive therapeutic experiences that assist users in confronting and managing mental health challenges. For example, specific applications or games can be designed to help users relax or reduce anxiety.
Finally, it is important to reflect individual needs in design: by considering the psychological needs of different users and creating personalized experiences, design can help individuals better understand and manage their emotions. This focus on individual differences in design can provide more effective solutions for various mental health issues.
Creative Process
First, we conducted preliminary research and analysis: the three of us summarized and refined current social issues and hot topics, gathering as much relevant information as possible while weighing the feasibility and importance of each theme.
Next, we developed the proposed concept: we focused on the Alzheimer’s disease community, brainstorming and segmenting the target audience while analyzing user personas. Based on this analysis, we proposed multiple solutions and, after evaluation and screening, ultimately chose the narrative-driven virtual game exhibition hall as our direction.
Once the direction was set, we began the design process: we created several sketch proposals and built models for comparison, exploring the spatial composition. Additionally, we personally tested the necessary equipment to validate the space and structure's feasibility, making the proposal more implementable.
Following this, we engaged in feedback and iteration: we invited several testers to experience the exhibition hall from an observer's perspective and share their impressions. Based on the feedback received, we iterated and improved the design.
Community Engagement
In this project, we didn’t start with traditional architectural spaces; instead, we opted for virtual game environments to tackle healing issues. On one hand, the expansion of high-density cities, along with the rapid advancements in AR and VR technology, means that virtual game spaces are no longer limited by physical constraints, allowing residents to engage extensively, regardless of time or location. On the other hand, this innovative game format encourages the younger generation to actively learn about Alzheimer’s disease, fostering connections and communication between young and elderly individuals. This approach helps alleviate anxiety surrounding Alzheimer’s and strengthens community cohesion.
Inspirations and Challenges
Our primary inspiration comes from games that feature spatial dislocation, such as Monument Valley and Superliminal. These games utilize visual dislocation to design levels, prompting players to continually adjust their perspectives to achieve visual harmony. Virtual game spaces provide the opportunity to explore geometries that would be impossible in reality while maintaining aesthetic appeal. Given that Alzheimer’s symptoms are closely related to dislocations of space and time, our design draws from the spatial logic found in other games while incorporating our own expression of geometric beauty.
Reflections on Winning
We consider this an incredible experience. The awarded works truly amazed us. Being recognized alongside such outstanding pieces gives us a great sense of achievement. We are very grateful for the recognition and support from the judges. This award has significantly boosted our confidence in display design and spatial design, and we hope to create even better works in our future studies.
Second Prize Winners
Yu Chen
U.S.A.
Yu Chen is a third-year Master of Architecture student at the University of Pennsylvania. Their design philosophy centers on interdisciplinary integration and innovation in architectural design. Yu has consistently pursued this goal in their work by exploring the intersections of architecture with fields such as psychology and sociology. They utilize emerging technologies to create spaces that are not only aesthetically pleasing but also deeply functional and meaningful for users.
Introduction
I am a third-year Master of Architecture student at the University of Pennsylvania. My design philosophy revolves around interdisciplinary integration and innovation in architectural design. I've consistently strived to achieve this goal in my work, exploring how architecture can intersect with fields like psychology and sociology, and utilizing emerging technologies to create spaces that are not just aesthetically pleasing, but also deeply functional and meaningful for their users.
The competition's focus on addressing human mental health issues and creating spiritual sanctuaries aligns perfectly with my design philosophy. It inspired me to explore the intersection of architectural design and psychology, pushing me to consider how spaces can be deliberately crafted to support mental well-being.
Design Concept
The Gestalt & Psychodrama Theater, located in St. Moritz, Switzerland, is an innovative architectural project that incorporates psychodrama and Gestalt therapies to create a unique healing environment for children with mental trauma. The design integrates subterranean spaces with upper programs, translating psychological concepts into spatial experiences for a comprehensive approach to mental health treatment.
Architectural Innovation
My design pushes the boundaries of traditional architectural concepts by directly translating psychological theories into diverse spatial typologies. By providing a therapy method based on spatial characteristics, the architecture transcends its usual role as a "background" and becomes an integral part of the therapeutic process. This approach expands the boundaries of how architecture can influence human psychology and behavior.
Social Impact
My design primarily focuses on children because they are often the most vulnerable to mental health issues and can benefit greatly from early intervention. The Gestalt maze in the underland incorporates Fritz Perls's Gestalt cycle of experience theory, allowing young patients to explore their psychological states through a spatial narrative. This innovative approach engages children on multiple levels, promoting deep introspection and lasting transformation in a way that's both engaging and non-threatening for young minds.
Creative Process
After deciding on children as the main focus, I researched various psychological papers to understand different mainstream therapies for childhood trauma. I chose psychodrama as the main therapy due to its strong connection with architectural space. I also incorporated other psychological theories like the Gestalt Cycle of Experience to comprehensively understand patients' various psychological activities and obstacle types, which informed specific spatial designs. The site selection aimed for a universal architectural typology. I chose a secluded town in Switzerland frequently visited by families to provide a private, natural environment conducive to parent-child interaction. The design process involved creating spaces with different characteristics based on psychological obstacle classifications, integrating these into the stages of psychodrama performance, and then incorporating circulation patterns for staff, patients' parents, and other roles to form the final design.
Community Engagement
This design has the potential to revolutionize mental health treatment for children by creating a holistic, immersive environment that seamlessly blends therapy with architecture. It could serve as a model for future mental health facilities, emphasizing the importance of space in the healing process. Moreover, it could help destigmatize mental health treatment by presenting it in an engaging, almost playful manner that's particularly appealing to children.
Inspirations and Challenges
The "rabbit hole" theme naturally reminded me of a childhood favorite game, "Alice: Madness Returns," adapted from Alice in Wonderland. In this game, Alice encounters various scenes and plots in Wonderland that metaphorically represent real-life traumas. After overcoming the trauma step by step and facing the reality, Alice can get the final victory. This inspired me to design an architecture that indirectly and progressively guides children to face and overcome their traumas. The biggest challenge was translating psychological states into spatial characteristics, as architectural spaces are more abstract compared to the fantasy spaces in games.
Reflections on Winning
Winning the "Into the Rabbit Hole" competition is truly an honor and a validating experience. This recognition has reinforced my belief in the power of interdisciplinary approaches in architecture. It has inspired me to continue exploring the intersection of architecture with other fields. Beyond merely delving into psychological theoretical research, I'm excited to incorporate cutting-edge technologies from various fields in my future work. The rapid development of artificial intelligence, for instance, might bring new insights to this theme. This achievement inspires me to keep challenging myself, pushing the limits of creativity, and reimagining the role of architecture in addressing complex human needs.
Third Prize Winners
Dylan Baliski
Canada
Dylan Baliski is an architecture student who recently completed his undergraduate degree at the University of Dundee in Scotland. Currently, he is interning at Henning Larsen in Copenhagen.
Introduction
I am an architecture student who recently completed my undergraduate degree at the University of Dundee in Scotland. I am currently interning at Henning Larsen in Copenhagen. When conceptualising this project, I was inspired to think beyond just a 'building' and place myself in a situation where I could describe a building that would put my mind at peace. This thought eventually manifested itself in The Abomination Tea House.
Design Concept
The Abomination Tea House is a daring architectural marvel suspended between the rugged cliffs of Mt. Niseko-Annupuri, Hokkaido, Japan. This 3D-printed retreat, named for its bold departure from traditional design, serves as a sanctuary for mental well-being, embodying the essence of innovative, healing spaces. The retreat is an ethereal blend of traditional Japanese aesthetics and futuristic technology, meticulously crafted to provide an oasis of tranquillity and rejuvenation.
Stretching precariously between two cliffs, the Abomination Tea House appears to defy gravity, creating a dramatic, awe-inspiring silhouette against the natural backdrop. The structure of the tea house will be a composite carbon fibre tensile material that stretches to meet the jagged cliff face. Numerous iterations were experimented with based on parametric scripting before settling on one that fits the specific geography.
The design embraces unconventional geometry with a strategically placed opening to frame breathtaking views of the surrounding landscape, specifically the sunsets of Hokkaido. This opening is not merely a window but a portal to the ever-changing drama of Hokkaido's seasons, from mist-shrouded mornings to vibrant autumns and snow-laden winters. Inside, the tea house is a sanctuary of simplicity and elegance. The main space is dedicated to the traditional Japanese tea ceremony, a practice known for its meditative and calming effects. The minimalist interior, adorned with soft textiles, encourages introspection and relaxation. Integrated seating areas are designed for individual contemplation and intimate gatherings, fostering community and shared healing.
The tea house's suspended nature paradoxically elevates the concept of healing, inviting visitors to explore new heights of mental clarity and peace. Entering the abomination provides a sense of discovery and wonder, echoing the journey through a rabbit hole into an otherworldly realm.
The Abomination Tea House, with its bold design and innovative use of technology, transcends traditional architecture to create a transformative experience. It is a powerful testament to architecture's potential to heal and inspire, offering a unique retreat where individuals can reconnect with themselves and the natural world.
Architectural Innovation
A Tea House in mid-air? It can't be!? But through the power of paper, it did become a reality. I wanted to create a space that would truly envelop the surrounding environment, and there was no better way to do so than to place it above it all.
Social Impact
While being suspended in nature, there is nothing else to consider other than yourself and the environment. This creates a meditative state through which a cognitive healing process can manifest itself. The organic form of the tea house further allows the mind to be at ease with its organic curves determined by the environment itself.
Creative Process:
The proposal's development is based on material experimentation with fabrics and solids. The final development models included iterations with varying quantities of plaster and concrete fitted to a tensile nylon base.
Community Engagement
A tea house in such a remote and hidden location is an escape. You are literally suspended in mid-air. As well as being an architectural attraction for visitors, it also allows an escape from the bustle and stress of the city.
Inspirations and Challenges
Nature, and more specifically, mountains, provide the basis for many of my designs. Their extreme geometry allows for easy contrast between it and the architectural form.
Reflections on Winning:
I am honoured to be recognised for this project. Competitions like Into the Rabbit Hole are an outstanding way to further develop your design skills and experiment to your heart's content. Congratulations to all the winners!
Special mention
Honorable mention
Jasmine Roumieh
Dorota Cichoń
Karina Abdykadyrova
Yawen Jiang, Jiayu Ding
Yang Su, Jiamin Xie, Keyi Rao, and CHENG CHENG I
Jasmine Roumieh
Lebanon
Jasmine Roumieh is an architecture student at Phoenicia University (PU) in Lebanon, pursuing a Bachelor's degree in Architecture. Her academic and professional interests focus on exploring innovative and computational approaches to design. Graduating from high school in 2020, Jasmine was driven by a strong passion for the intersection of science and art in architectural design, leading her to delve deeper into the field. Over the years, she has redefined her understanding of architecture, becoming increasingly fascinated by the intricate relationship between architectural form, space, and function in shaping the human experience and transforming spaces into meaningful places.
She is particularly interested in how architects can reinterpret conventional norms and organically evolve built environments to meet future needs while harnessing technological innovations.
Throughout her studies, Jasmine has enhanced her skills in architectural design, advanced 3D modeling, design experimentation, construction technology, and graphical representation. She has worked on a variety of projects, ranging from horizontally spread residential designs to museums and high-rise mixed-use buildings, both in rural areas and the capital city of Beirut. This diverse experience has allowed her to experiment with different typologies in drastically different contexts. She has learned how to create landmarks, as well as how to blend with surroundings and respond to site-specific forces. Her academic journey has also been enriched by several internships, further refining her professional perspective and strengthening her practical experience in the field.
Jasmine is particularly drawn to exploring the intersection of architecture, technology, and human interaction, with a commitment to designing spaces that not only meet contemporary needs but also anticipate future challenges. Her ultimate goal is to contribute to the transformation of built environments through innovative, advanced solutions while leveraging recent technological developments and experimenting with conceptual design approaches.
Dorota Cichoń
Poland
Dorota is a 23-year-old from Katowice, Poland. She completed her bachelor's degree in architecture and is currently pursuing her master's at the Silesian University of Technology. She has gained additional experience at VIA University College in Denmark and worked at the renowned Dutch firm, Next Architects. Her passion lies in designing spaces that blend functionality with aesthetics, focusing on originality and creativity. Apart from architecture, Dorota has a keen interest in photography, capturing details and moments that inspire her. She also enjoys staying active through sports and draws inspiration from her travels, which allow her to explore new cultures and places.
Karina Abdykadyrova
Cyprus
Abdykadyrova Karina, born in 1994 in Kyrgyzstan, grew up and completed her schooling in her home country. She graduated from a university in Bishkek with a degree in Architectural Environment Design. During her third year of studies, she began working in small design studios, where she learned professional programs, marking a creative and exciting phase in her career.
From 2015 to 2022, Karina worked for a construction company specializing in multi-story residential properties. In 2022, she undertook a four-month internship in Alexandria, Egypt, where she trained as an interior designer in a design studio. Following this experience, she moved to Moscow and spent about a year working in an architectural bureau, gaining valuable international experience.
In September 2023, she began pursuing a master’s degree in architecture at Cyprus International University, where she continues her studies. One of the most impactful experiences during her studies was in course 502, taught by Prof. Ehsan Reza. Under his guidance, she participated in the Into the Rabbit Hole 2024 competition, working on a project set in the mountains of Kyrgyzstan that explored the intersection of architecture and psychological well-being.
This project was inspired by Tengrism, the ancient Kyrgyz worldview that emphasizes living in harmony with nature. Together with Prof. Ehsan, Karina decided to combine this philosophy with a focus on mental well-being and spiritual balance. Integrating the design underground while maintaining harmony with nature presented a rewarding challenge. She expresses deep gratitude to her professor for his guidance and believes that working under professionals can lead to great achievements.
As she continues her studies, inspired by beautiful projects, Karina strives for excellence and eagerly anticipates new opportunities and competitions.
Yawen Jiang, Jiayu Ding
China
Yang Su, Jiamin Xie, Keyi Rao, and CHENG CHENG I
China
Yang Su
Yang Su is currently a senior undergraduate student at the School of Faculty of Innovation and Design, City University of Macau, majoring in Urban and Landscape Design. He would like to pursue a postgraduate programmer after graduation, and he has his own unique views and opinions on social issues.
Jiamin Xie
Jiamin Xie is currently a senior undergraduate student at the Faculty of Innovation and Design of City University of Macau, majoring in Urban and Landscape Design. She has a deep concern for the ecological environment and vulnerable groups. She believes that every project is a new opportunity for thought and challenge, and she looks forward to creating more meaningful design works in the future.
Keyi Rao
Rao Keyi is currently a senior student majoring in Urban and Landscape Design at the City University of Macau. While learning professional knowledge, she is also concerned about the relevance of future urban planning and the development of human society. In her future studies and creations, she will focus more on the symbiosis between man and nature, integrate design into landscape and human society, and strive to create a more inclusive and sustainable urban environment.
Cheng Cheng I
Cheng Cheng I, a graduate of the School of Architecture, is passionate about cross-disciplinary studies that bridge urban planning and sociology. She has a particular interest in the dynamic interplay between social and physical spaces, believing that urban studies and planning can serve as a powerful tool for understanding and supporting diverse social groups. Her goal is to contribute to creating a more equitable and sustainable urban environment.