Archive

Polynesia

Zoe Diakaki, Christos Mellios. Thessaloniki, Greece

  • Name of work in English

    Polynesia

  • Name of work in original language

    An interactive installation designed to materialize critical thought and /or satirical perspectives on the ways a place is being inhabited.

  • Prize year

    Young Talent 2018

  • Work Location

    Thessaloniki, Greece

  • Author/s

    Zoe Diakaki, Christos Mellios

  • School

    School of Architecture, Faculty of Engineering - Aristotle University of Thessaloniki.
    Thessaloniki, Greece

Young Talent 2018 YT Nominees

  • This image illustrates the conceptual character of the project

    This image illustrates the conceptual character of the project

  • A typical Greek apartment building with protocols and laws referring to the structure and a diagram of multiple spheres, explaining the relationship between designer and user and final result

    A typical Greek apartment building with protocols and laws referring to the structure and a diagram of multiple spheres, explaining the relationship between designer and user and final result

  • Gamespace - Layout of the Digital Environment

    Gamespace - Layout of the Digital Environment

  • This model analyzes the different trajectories of the players in the video game

    This model analyzes the different trajectories of the players in the video game

  • Typology of the islands

    Typology of the islands

  • The varied results of the installation and an isometric representation of it

    The varied results of the installation and an isometric representation of it

  • Photo from the installation

    Photo from the installation

  • This panel summarizes the project in a conceptual way

    This panel summarizes the project in a conceptual way

Polynesia
An interactive installation designed to materialize critical thought and /or satirical perspectives on the ways a place is being inhabited.

  • Program

    Single house

  • Labels

    Social · Prototype

Our project is a speculation on the design process itself, re-imagining the established relationship between designers, users and the final result. It is an interactive experience that works a mediator establishing a more dynamic relationship. The user comes across unexpected and uncanny events in the most iconic and ordinary building types in Greece

Our aim is to employ a new tactical mode of operation, a form of action that lies within the gaps and slips of conventional thinking. We set to invent a new ambiguous representation that seeks to reveal users’ “real” identity and thus function as a personalized avatar. In order to elicit data for the creation of such a representation users are subjected to a series of unsettling events following a day’s itinerary. It is formal act where mocking traditional thinking and subverting existing conventions is incorporated into a new design process. The videogame functions as a mediator between the known, identified and inscribed with meaningful actions space, and a potential one. Its main purpose is to exploit the potency of the unfamiliar and explore new provocative ideas by constantly undermining the very notion of “the normal state”. In our virtual world the player comes across an overlay of bizarre aesthetics, textual information and contradicting phenomena, utilizing unfamiliarity to pose a “what if” question. Furthermore it involves an act of cognitive mapping. An act where player’s perception and knowledge are mapped though his choices. While players navigate through space and time they produce a certain trajectory, functioning as agents within a complex system. In that sense the trajectory serves as a qualitative and quantitative analysis of how players relate to places or other inhabitants and also how much they deviate from normality. The whole process redraws boundary lines and assigns new properties to each side. In a way Architecture itself is a formal practice is of inscribing boundaries. The concept of islandness became the tool to create a new topology of the building and also the cognitive device to map multiple conditions. The most enchanting property of islands is the fact that they are familiar yet really fuzzy entities. We think of islands as sites of innovative conceptualization, a device that can be stretched to describe almost any physical or imaginary form. Our map is an island, and a map always predicates an action, in that case an act of design.


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