w/ 001 OS

type: space
function: studio
location: aoyama, tokyo
floor: 30m2
collaborator: fukuwaza(construction)masafumi tsuji(photo)
date: 2022.9

/
Interior design for digital generalist’s studio.
Space is just one room, inside the vintage apartment along the antique street.

骨董通りに建つとあるヴィンテージマンション一室の内装計画。
デジタル・ジェネラリストのスタジオとして、スケルトンから設計をはじめた。

High-ceiling and neutral space is needed. So existing floor and ceiling were removed.
Then concrete slab appeared above/below space.
WC needs to be hidden, and also needs space under floor, so the door is put on the wide baseboard.
Other small doors also put on the baseboard, which hide outlets.

要望は天井を高くすること、それからニュートラルな空間をつくること。
それゆえ、床と天井は剥がされ、コンクリートのスラブが上下にあらわれた。
水回りの床は上がるので、太い巾木の上に、建具を載せることにした。
余計なものはみえないよう、コンセントボックスも太い巾木の上に。

The wide baseboard is characteristic, which separates white carpet floor, white painted wall and doors.
Besides that, partition wall and 5doors(for hidden kitchen) is kind of exception.
Partition wall connects/disconnects finished(white)/unfinished(rough texture) space.
5doors is mimicking wall. But there are joints.
Doors are moving freely, but invisible, only joints are visible.

床の白いカーペットと白塗装された壁を見切る太い巾木の他に、間仕切り壁とキッチンを隠す5枚の扉。
間仕切り壁は仕上げと未仕上げのあいだ。
5枚の建具は壁や巾木に擬態しながら、自由に振る舞う。

You can see the skyline of a city through the window.
Bench and windowsill have smooth texture which makes dreamy effect as a picture frame.
In fact, square is our theme.

最後に、窓から都市の景色がみえる。
景色を切り取る窓台とベンチのスムーズさが、心を癒す。
ところで、正方形は1つのテーマである。

/

On Physical Allegory

I visited the room because I was able to arrange an interview with the designer who lives there. A room in an old apartment building along Kotto-dori in Aoyama had been renovated as the designer’s office. The following is a description of the strange sensations I experienced in that room.

Upon exiting the elevator, I found myself in a dark hallway lined with rooms on either side. After confirming the room number and pressing the intercom, the door opened immediately and I was greeted by the landlord. I remember that the light from the window made the room seem very bright and white. In fact, the contrast with the darkness of the hallway and entrance made the room seem much brighter, and my eyes soon adjusted and I was able to see the details of the room and the scenery outside the window.

Outside the window, I could see a row of buildings designed as flagships for foreign brands. It was unusual to see these buildings from a different height and direction, and as I stared intently into the room, strangely enough, the buildings seemed to grow larger as I moved deeper into the room. When I told the owner about this sensation, he told me that it was because the brain perceives the size of the building compared to the size of the window frames. In other words, the size of the building hardly changes at all in relation to the rate at which the area occupied by the window in the field of view increases. The reason that such a sense of size is more pronounced in this room than in other rooms is probably because the continuous windows from one end of the room to the other are placed at a height that centers the eye, and the framed outdoor scene is placed in the visual center of the room.

A bench as wide as the window was installed under the window, and a backrest was attached to the top of the bench, i.e. to the wall between the bench and the window. It is interesting to note that the bench formed by a series of squares, the horizontal rectangular backrest, and the horizontal scene cut out by the window, although originally drifting in different places, are all temporarily aligned by the wall with the appearance of having settled in one place. During the interview, I was a little concerned about the meaning of “furniture that looks like it’s about to move” as I listened to him talk about how the best part of computer graphics is that “things that shouldn’t move move”.

After the interview was over, I was shown around the room (during the interview I was facing the window, so I didn’t get a good look at the other side of the room, i.e. the entrance). Turning around, we first see the white-painted beams that cross the room. The room was originally created by overwriting the skeleton with a minimum of fixtures, and the contrast between the bare concrete ceiling and entrance and the white, smooth board walls creates a space with an impression of immediacy. The contrast makes the exposed concrete ceiling and entrance transparent and invisible, while only the beams are exposed by being painted white. The only rough-textured beam in the room has a strange presence due to its size.

In addition to the beams, niches a few millimeters wide in front of the cupboards, between the floor and the wall, and between the baseboard and the wall formed the impression of this room. These niches were thickly accentuated and their presence added to the impression that the walls and doors were about to move. Like the furniture by the window, it seems as if something that has been in motion is about to settle down and start moving again. It is thought that this impression is created by the fact that there are gaps that seem to sway and move, or seem to have room to move. Such “apparent mobility” (or, following Colin Rowe’s example, “phenomenal mobility”) can be said to create a somewhat unstable yet dreamy atmosphere in this room. As in computer graphics, window frames, cubes, and plate-like materials of various shapes and sizes gathered into a concrete skeleton, instantly forming a spatial structure and then dispersing again. It was a space like a series of microdurational flows.

While trying to put the impression of this room into words, I hypothesized that the distance between the furniture and the walls, floor, and other furniture, which is a prerequisite for the furniture to be a specific and clear object, and the niches, which are deliberately made wider than necessary, give an “apparent mobility” to the furniture and the structure. But is such a floating and dreamy atmosphere really the only impression I had of this room? No, in fact, the first impression that came to my mind was: “It looks like a quarry”. The impression of a “quarry” that momentarily overtook the dreamy atmosphere may have been a memory evoked by the juxtaposition of the rough, white-painted beams, the cabinets on the walls, and the numerous niches carved into the floor. But the impression was so strong and yet so quickly faded that we could not think about it any further at that moment. We thanked him for the interview and left the room.

Later that day, I visited the ruins of the Oya Stone Quarry in Tochigi Prefecture to get some confirmation of the strange sensations I felt in that room. The site is popular as a huge man-made underground space, but what I wanted to see were the knife marks left after the stone was quarried. And when I saw the linear marks carved all over the walls, I had the same impression I had in that room. Upon closer inspection, however, it became clear that the two rooms were not similar at all. Although the textures of the Oya stone and the concrete, and the cut marks and niches were similar, the visual image created by combining them was completely different from their composition. In other words, the similarity of their appearance did not mean that they created the same impression.

This is only speculation, but I suspect that such a misperception was caused by the coexistence of multiple bodily sensations. In other words, the tactile sensations of the textures of the stones and concrete, the cuts and niches, and the individual sensations of each, rather than the visual images, were combined in the brain to immediately evoke the memory of the same combination of sensations. However, because the memories were not accompanied by visual images, they were probably overwritten by “dreamy impressions” that were largely based on visual images as they looked at the room in more detail. This is because vision is the strongest of the human senses. Perhaps most interesting is the fact that the tactile sensations triggered by the visual information were mixed together to form a single impression.

First of all, the fact that visual information influences tactile sensation is well known by the term “mirror neurons”, and many psychological experiments and EEG studies have shown this to be true. We can experience what we see with our eyes as if it were actually happening to us. The fact that we get a shiver down our spine when we see the image of a hand in an insect’s crawling hole, or feel a tickle or pain in our fingertips when we see someone being tickled or their finger being cut with a knife, is evidence that mirror neurons are at work. Argentine artist Lucio Fontana’s famous “Spatial Concepts,” a series of works in which he uses a knife to cut through a canvas, making multiple tears in the canvas, makes us feel as if we are cutting paper or cloth, and for some people, as if our own skin is being cut. Mirror neurons are also activated by simply imagining the scene in our mind without actually seeing it, because when we “imagine” the scene, we already have a visual “image” connected to our brain.

In short, the “quarry-like” impression I had in this room at that moment was caused by the rough texture of the exposed concrete beams (painted white to reveal their presence) and the sensation of pressure and friction associated with the act of cutting that I felt in the cabinets on the walls and in the numerous niches carved into the floor. The sensations of pressure and friction associated with the act of cutting, felt in the same way in the cupboards on the walls and in the numerous niches carved in the footprints, were naturally combined in the brain, evoking and generating the tactile sensations of “roughness” and “cut trench” that one once felt somewhere in a quarry. The impression of space shared in this way is no different from the direct metaphorical reproduction of visual images, nor from the allegorical sharing of narratives attempted through the use of symbolized objects. I would like to tentatively call this phenomenon, in which impressions experienced in different places and at different times are shared instantaneously through tactile combinations alone, without the need for thought or knowledge, “the juxtaposition of physical allegory”. Because tactile memories are weaker and less unique than visual images, they would not evoke specific impressions on their own. It is through the simultaneous experience of multiple tactile sensations that a single impression forms an image. The combination will depend on what the viewer has experienced, and the intensity of its manifestation will vary from person to person. The “juxtaposition of physical allegories” is not only a logical way to construct an impression of space, but also an interesting phenomenon that can create many impressions due to its indeterminacy and indefiniteness.

Text: h***** k*******