Playful Water: Stepping Stones
I presented the model studies of my four playful water spots in Eindhoven to the Gementee (Mayor Office). There I received feed back and information from Wil van der Schijndel. In the Province of Brabands, the water in fountains has to be of potable water quality, or there has to be extensive signage indicating that it is not drinking water. This makes water fountains in Eindhoven expensive and so limits there number in the city. These rules vary from province to province.
The Mayor’s Office considers water in public space has an active social function like a camp fire: it allows people to share a common point of focus without the tension of giving each other direct attention. They say they function as gathering spots and landmarks in the city.
Making a scale model of the site:
This playful water spot is not like the others in Eindhoven. It is located outside of the citycentre in a green area rather than in a built up urban area. It is also not a fountain bur rather expresses playful water as the risk of falling into the water and getting wet.
Re-design 1: Homo Ludens
I research theories of Human playfulness, and social behaviour and ended up picking Joan Huizinga. He was a historian and a cultural theorist with an anthropological theory called Homo Ludens: Man the Player. http://en.wikipedia.org/wiki/Homo_Ludens_%28book%29
Johan Huizinga identifies 5 characteristics of play:
1. Play is free, is in fact freedom.
2. Play is not “ordinary” or “real” life.
3. Play is distinct from “ordinary” life both as to locality and duration.
4. Play creates order, is order. Play demands order absolute and supreme.
5. Play is connected with no material interest, and no profit can be gained from it.
I translated Huizinga’s 5 characteristics into 5 new design criteria and use them to re-design my playful water spots.
1. The design concept has to allow user input.
2. It has to create a new context/stage/ ‘other’ space.
3. It has to use temporary architecture and temporary programs to avoid becoming ‘ordinary’.
4. Users must intuitively understand how to play.
5. The game space is free, open and public. In the Re-design, User input is in moving the stepping stones around. This allows for temporary architecture. The stage is denied by the limits of the shallow pool.
Re-design 2: Age/Interactivity Gradient
I interviewed the public about their opinions of my four playful water spots in Eindhoven, as well as what playful water means for them. In the data I collected from this process a pattern emerged between the age of the public and how much interactivity they want from playful water. To make playful water for the public ages ‘0 – 99’ I re-designed the 4 playful water spots to literally have a gradient of interactivity.
In the Re-design, the Age/Interactivity is realized literally as a gradient of stepping stones. The increasing gradient of stepping stones and water continually increases the risk of
getting wet, and so acts as an age filter: filtering out the ages that do not want to risk getting wet!
Re-design 3: Combining Design Elements
This model takes the location away, and allows me to cherry-pick the most interesting design elements from the previous 2 re-designs regardless of context.
Re-design 4: Locating the Design
This final model is re-designed to fit back into the original location.