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Centennial Commons Dixie State College of Utah

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Fluidity - represents the design of space for flows of individuals, sight, sound, and air. ... is the spatial property which invites active manipulation ... – PowerPoint PPT presentation

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Title: Centennial Commons Dixie State College of Utah


1
Centennial CommonsDixie State College of Utah
  • The cornerstone for a changing time

2
Why Flexible Space?
  • Promote multiuse and multipurpose sharing of
    space
  • Accommodate technological changes over time
  • Facilitate learning spaces for technologically-ena
    bled pedagogy and styles
  • Create an environment for right-sizing as a
    sustainable pattern
  • Minimize remodeling costs and disruptions

3
The Buzz
  • Collaborative learning
  • Information fluency
  • Virtual
  • Customization
  • Flex-space
  • Ubiquitous access
  • Student mobility personal learning devices
  • Help desks
  • Informal learning spaces
  • Open Source
  • Tagging
  • Interaction Age
  • Fourth Wave
  • Student-centered
  • One-stop centers
  • Googling
  • Text and Instant Messaging
  • Short Message Service (SMS)
  • Pod casting
  • GPS and mapping software
  • Aggregate and Synthesize
  • Net generation
  • Bloggers, DIY (do-it-yourself)

4
Centennial CommonsDesign Drivers
  • Flexibility
  • Fluidity
  • Versatility
  • Modifiability
  • Convertibility
  • Scalability
  • Right-sizing
  • Collaboration
  • Interaction
  • Forecasting
  • Adjacencies
  • Sustainability
  • Access
  • Economizing
  • Modeling
  • Technology integration

5
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6
Flexible Properties of Space
  • Research by Torin Monahan PhD, Rensselaer
    Polytechnic Institute

7
Flexible Properties of Space
  • Fluidity - represents the design of space for
    flows of individuals, sight, sound, and air.
  • Versatility - indicates the property of space
    that allows for multiple uses.
  • Modifiability - is the spatial property which
    invites active manipulation and appropriation.
  • Convertibility - designates the ease of adapting
    educational space for new uses.
  • Scalability - describes a property of space for
    expansion or contraction.

8
Fluidity
  • Open spaces lend themselves to fluidity, yet they
    can hinder fluidity if they seem oppressive in
    their expansiveness.
  • In these instances, well-placed screens in
    classrooms, for example, can increase a sense of
    intimacy while triggering curiosity for the space
    that flows around the screen (Caudill 1954 137).
  • Such a space then becomes more engaging and less
    overwhelming.
  • Well-placed windows can also increase a sense of
    flow and connection between spaces.

9
Versatility
  • Cafeterias, auditoriums, and "multi-purpose
    rooms" signal one mode of versatility, but
    versatile spaces such as these run the risk of
    homogeneity.
  • Since all spaces afford certain activities and
    flows, generic spaces without any overt
    indicators for specific use require extra effort,
    pedagogical or otherwise, to achieve the tone or
    rhythm of specific uses.
  • Individuals must invest more energy to work
    within these spaces, because the spaces do little
    work on their own. For example, performing a play
    in a generic auditorium requires the investment
    of added decoration and props in addition to
    individual suspension of disbelief in order for
    that production to succeed.

10
Modifiability
  • Spaces that lend themselves to quick
    reconfiguration are comprised of mobile
    components such as walls, partitions, furniture,
    and equipment.
  • Highly modifiable spaces invite imaginative
    experimentation to coordinate space and subject
    matter with the specific learning needs of
    different student populations.
  • The design of such spaces requires much
    forethought, because these spaces must take into
    account many structural dependencies such as
    ceiling configuration for lighting and air
    circulation, floor materials for ease of
    partition movement, and so on (Leggett et al.
    1977 104-6).

11
Convertibility
  • Educators must often convert spaces to
    accommodate for changes in enrollment,
    curriculum, or pedagogy.
  • Modern office buildings are commonly proffered as
    models of this type of convertible space, because
    they possess a core with HVAC (heating,
    ventilating, and air-conditioning), electrical,
    and communication systems that is surrounded by a
    shell containing easily re-deployable space for
    varied activity programs (Brubaker 1998 31-33).
  • Space designed for convertibility requires an
    imagination for future eventualities it should
    possess a degree of modularity and open-endedness
    at a structural level a design open to
    re-design by others.

12
Scalability
  • For expansion, schools may require annexes and
    additions to meet the needs of increased
    enrollment or curricular alterations.
  • Tightly coupled spaces (rooms, corridors, etc.)
    may utilize space efficiently in the short run
    but present costly obstacles for later growth.
  • For contraction, as space needs decrease, schools
    should be able to temporarily convert buildings
    and rooms to other community or business
    purposes.
  • For example, surplus school space can be leased
    out from year to year so that when space needs
    rise again, schools can re-convert buildings for
    educational programs (Brubaker 1998 22).

13
Interaction Age
  • Andrew J. Milne, Ph.D Stanford

14
Interaction Age
  • Networks Transporting Data vs. Social
    Interaction
  • Devices Portable Devices vs Augmented
    Environments
  • Interfaces Graphical vs. Tangible
  • User Focus Individuals vs Groups

15
Technology Waves -Interaction Descriptions
  • First wave one device, many users (e.g.,
    mainframe systems)
  • Second wave one device, one user (e.g., the
    personal computer)
  • Third wave many devices, one user (e.g.,
    combination of smartphone, MP3 player, and
    laptop)
  • Fourth wave many devices, many users (e.g.,
    pervasive computing systems with multiple
    interconnected devices embedded in a room and
    available for anyone to use)

16
Networks Transporting Data vs. Social
Interaction
  • Digital networks have evolved from carrying data
    in a purely transactional sense to facilitating
    social interaction.
  • The Internet is increasingly seen as a resource
    for social interaction rather than just
    information transport.
  • A trend toward a increase in real-time social
    interaction handled over what have been
    historically been called data networks.

17
Devices Portable Devices vs. Augmented
Environments
  • Learning environments evolving to embrace both
    portable devices and group gatherings by
    providing systems and interfaces that are
    immediately available to users upon arrival.
  • Systems embedded in physical destinations provide
    richer interaction opportunities. Portable
    devices become the personal component of these
    systems.
  • Blended facility work stations, laptops, large
    interactive displays.

18
Interfaces Graphical vs. Tangible
  • PDAs and smartphones have changed the standard
    hardware platform.
  • Emerging forms of tangible interfaces such as
    interactive screen technologies provide a greater
    range in designating learning space and workspace
    systems.
  • Interfaces may not be directly reliant on a
    separate computer device to function (Logitech
    io2 digital pen)

19
User Focus Individuals vs. Groups
  • Realignment of tecnologies to the needs of human
    interaction in group settings.
  • Fourth wave modeling
  • Design technologies to support the needs of a
    group user model of interaction.
  • Group-oriented technology systems should be
    designed to support duality usage and exploit the
    productivity opportunities that it can provide.

20
Making a Change to Emphasize Interaction
  • Shifting Design Requirements
  • The Content Creation Process
  • Physicality in a Digital World
  • Flexible Systems
  • Extended Capabilities of Portable Devices

21
Implementing the Future Vision
  • Embracing New Design Philosophies
  • Phasing Out Function-Specific Hardware System
    Components
  • Providing Room-Scale Perifperals and Systems
  • Ensuring Physical and Technological Flexibility
  • Enabling Greater Capabilities with Pervasive
    Computing Infrastructures
  • Promoting Community by Leveraging Mobile Devices

22
Embracing New Design Philosophies
23
Providing Room Scale Peripherals and Systems
  • Transforming Video Displays into Interactive Work
    Surfaces
  • Providing Transparent Information-Capture Systems
  • Creating Spaces with Memory

24
Ensuring Physical and Technological Flexibility
25
Enabling Greater Capabilities with Pervasive
Computing Infrastructures
  • Create adaptable spaces that respond to
    particular user-interaction needs but that do so
    in a way that will allow technology upgrades and
    frequent reconfiguration.
  • Sofware middleware as a pervasive computing
    infrastructure throgh which both interaction and
    content are shared among devices over standard
    TCP/IP networks.

26
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28
Promoting Community by Leveraging Mobile Devices
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