Junyi (Joy) Chen
Dream Menagerie
Narrative, Monstering, Worlding
This thesis explores the ability for architecture to tell a narrative through the monstering and exaggeration of the architectural space by forming a monster that harbors the lost qualities of human culture. Our definition of the word, ‘monstering’ does not deal in the sense of simply forming the grotesque but the process of bringing unfamiliarity to the familiar. The origin of the word ‘Monster’ relates to the word ‘Demonstrate’ and its Latin form ‘Demonstrare’. To monster is to demonstrate and to reveal the wonder of a space. By extracting what is familiar to us and reconfiguring the architectural form using its essence, we tell a story that provokes memories and emotions.
The next frontier for architectural design lies with stories. Moving into the new digital era, the coming of the post-Anthropocene was inevitable and makes us contemplate the role of the architect relating to our design culture. We as architects in this new era need to become story tellers as well as world builders that through our narratives design inspire and influence the human consciousness.
As architects, to tell a story is to shape space. If the narrative is the vessel for us to navigate through fiction, then the architecture within these narratives is the fabric of these worlds themselves.
Our monster represents our hopes for the retrieval of the lost qualities of our culture. Mythologies of monsters have long been a part of human history. Humans manifest and give life to these mystical creatures to better understand the incomprehensible of our society. Within our project narrative, we aim to address the effects of today’s social media and digital information explosion through the story telling of our protagonist Sophie who finds meaning in her life through a magical adventure within the body of Kun, the Deity of Recollection. The high pace of this era makes individuals feel insignificant and isolated as we hardly know the people living next door to us. To adapt to this new age, we made sacrifices that detach ourselves from our traditions, emotions, nature, creativity, and our friends, making ourselves numb to the environment around us and lost in the purpose of life. By manifesting a unique form of architecture - a monster that harbors these discarded qualities by society, we hope that by exploring our monster with Sophie, people can find meaning in life, pursue their dreams with freedom and creativity, reimagining the possibilities of urban life or simply living life in a more positive manner.
Our project works with 'Narrative Lego' in producing an interactive narrative film experience for the audience that does not fixate on one singular storyline but one that lets the audiences' decisions affect the plot, bringing a unique experience for each person as they explore different parts of the monster. In addition to an interactive film, we have also produced a physical model to showcase the full potential of this unique architectural form. We have designed and developed a model that allows people to explore different spaces within the monster's body. With this transmedia approach, each space will have its own unique story to tell, conveyed through shape, sound effects, and lighting.