德国波鸿棋盘游戏景观设计 | Sowatorini Landschaft
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项目名称:Brettspiel (棋盘游戏)
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项目地点:休斯曼广场,德国波鸿
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设计公司:
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委托方:德国波鸿市政府
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建成时间:2020年10月
初始定位
STARTING POSITION
在未来几年,德国波鸿内城最大也是最重要的广场——休斯曼广场,将会被彻底地重新设计。在这项翻新工程开工之前,波鸿市政府发现可以通过一种不同寻常的方法,将内城转化为一个开放空间,在城市中心为市民提供玩耍娱乐场所。
One of the largest and most important inner-city squares in Bochum, Husemannplatz, will be completely redesigned in the coming years. The city of Bochum saw the last phase before the renovation as an opportunity. As an opportunity to try out inner city as an open space and, specifically, to make playing in the city center tangible with unusual ideas.
©Patrick Lambertus
▼ 数十位儿童同时玩耍
Dozens of children playing at the same time ©Sebastian Sowa
©Alexander Luna
设计态度
ATTITUDES
1. 我们设计的并不是一个临时的游戏场地,而是一个临时的景观。
2. 这个场所是一个无论男女老少都会激发出好奇心的地方。
3. 这个场所的临时性和实验性都必须是可见的。
1. We don't want a temporary playground, we want a temporary landscape!
2. It should be a place that arouses curiosity, regardless of age.
3. The temporary, the experimental must be visible.
▼周六下午的高峰期
Rush hour at Saturday afternoon ©Sebastian Sowa
设计概念
CONCEPT
设置木板游戏的初衷是为了打破广场死板的对称结构。这样,木板游戏破掉了广场本身的轴对称,在混乱的形态中创造出对立关系。90个左右的木板犹如细网络一般覆盖了整个广场,每片木板呈水平放置,相互重叠,或倾斜或有着障碍物。
The starting point of the board game is to break the rigid symmetry of the square. The board game refuses idiosyncratic axiality and seeks tension in a form that brings a chaotic moment to the square. About 90 boards lay across the square like a network of narrow webs. The boards run horizontally, dip one below the other, are inclined or have gaps that have to be overcome.
©Alexander Luna
但是在混乱的背后,却还是内含逻辑的:每块木板都是相同长度,并且相互连接成行。没有任意一块是单独存在的,它们始终都至少和另外一块木板连成线。这样有意为之的混乱使得场地有一种富有创造性的平衡,而设计整体还是清晰可辨的。对我们来说,这不仅是一个游戏场地,更是一个对所有人开放的、暂时的、雕塑性的景观。这件作品的外观也凸显了其临时性和实验性。
Behind the chaos, however, lies the logic that all boards are the same length and at the same time part of a row. No board is single, but always in line with at least one other board. A decision to bring the work into a creative balance and to make it legible despite all, even conscious disorder. A place that is not a playground for us, but a temporary, sculptural (play) landscape that is open to everyone. And a work that makes the temporary and experimental character visible in its appearance.
▼ 锯齿型的线条是景观的一部分
The jagged lines are part of the landscape ©Alexander Luna
▼ 在三个平台其中之一休憩
Rest in one of the three platforms ©Alexander Luna
技术手法
TECHNOLOGY
由于广场整体翻新,我们才能将有钢铁支架的地板固定在花岗岩板上。这样焊接在钢铁支架上的螺纹杆就能用坚固的螺母固定在想要的高度。使得工程在应对中下层土情况变化时,结构依然具有一定的灵活性。螺纹杆一共有三种不同的高度,最高的螺纹杆还包括一块不高于60厘米的木板,来防止由于坠落而受伤。为了增加可玩性与可靠性,落叶松木板经过刨平,磨砂,上釉工序,同时为了在多样的场地中突出作品,木板边缘也涂上了对比度较大的颜色。可触碰的警示带放置在场地附近,可以让路人注意到场地情况。
The reconstruction of the square allowed us to screw the base plates of the steel consoles into the granite surfaces. Threaded rods are welded to the plates on which steel consoles can be screwed to the correct height with sturdy nuts. This allowed a certain amount of flexibility to react to the conditions of the subsoil during the construction process. There are a total of 3 different heights of the threaded rods, the maximum height including the board always remains below 60cm in order to take the fall protection into account. The larch boards are planed, sanded and glazed in a contrasting color on the edges in order to make the playability more reliable and to emphasize the work in a very heterogeneous environment, also visually. A tactile warning strip was affixed around the work to draw the attention of passers-by to the situation.
▼ 平面图
Site Plan ©SOWATORINI Landschaft
▼ 剖面图
Sections ©SOWATORINI Landschaft
▼ 细部设计图
Detail Section ©SOWATORINI Landschaft
设计过程
PROCESS
通过和市政的多个专家部门合作,项目推进得非常迅速,工作重点集中在将不熟悉的事物变成现实。在几个月之内,我们解决了多个相似的公共空间项目中产生的问题。
Together with the city's various specialist departments, the project was preceded by an intensive process in which the focus was always on making the unfamiliar possible. Over the course of several months, we were able to solve the numerous questions and problems that such a project in public space brings with it.
©SOWATORINI Landschaft
该项目的设计基于初期的草稿和可视化的实体模型,随后转入更细节的规划(场地平面,剖面图和透视),而这也是自行组装结构的基础。
The work was designed on the basis of the first sketches and visualizations in the physical model and then translated into more detailed planning (site plans, sections and views), which was the basis for self-assembly.
©SOWATORINI Landschaft
后期回顾
REVIEW
Juliane von Hagen在《花园和景观》中评价该项目为“由木制步道组成的挑竹签似的结构,简约却具有说服力,充满了着市井气的活力”。“该装置尤其吸引年轻人来攀爬,走平衡木或者跳跃。他们利用木板指引的行动路线,按照自己的想法发明出新的游戏… 有时你甚至会屏住呼吸,因为可能会遇到障碍或者跌倒。但是,无尽的可能性和挑战带来的刺激与快感很容易让人忘记危险。在高峰时间,大约数十位儿童同时在场地内玩耍。而障碍赛运动员将这个景观看作是他们的永久的训练地点。也有滑滑板的年轻人在这个装置上进行跳跃训练,其他人也可以在木板上和平台内感到非常舒适自在。
补充说明:该项目没有造成任何严重的伤害,维护费用也很低廉,没有遭到任何人为破坏。
Juliane von Hagen writes about the “dynamic hustle and bustle on the simple but convincing Mikado made of wooden walkways” in Garten + Landschaft: “The installation encourages young people in particular to climb, balance and jump. They develop games with their own rules that guide their movements on the board sculpture. (...) Sometimes you catch your breath because stumbling and falling are conquests. The euphoria about the endless possibilities and challenges, however, whitewashed any pain. At peak times, dozens of children are playing by their own rules at work at the same time. Course athletes have established the landscape as a permanent training location. Young people with stunt scooters jump over the installation. Still others just make themselves comfortable on the boards and platforms.
In addition: No serious injuries, surprisingly low maintenance costs and simply no vandalism at all.
▼ 跑酷的人群在进行训练
Parkour crowd in training ©Sebastian Sowa
©Alexander Luna
项目信息
项目名称:Brettspiel (棋盘游戏)
项目地点:休斯曼广场,德国波鸿
客户:德国波鸿市政府
项目团队:SOWATORINI Landschaft
设计合作:Jens Kothe
时间线:设计-2019年底至2020年3月;建造-2020年5月底;安装-2020年6月至10月
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