Exercise 03: Case Study

Re:Orient Team
The Venice Architecture Biennale
Hungarian Pavilion
Venice, Italy
The Project

Tuesday, November 13, 2007

Sony Interactive Store

Physical Store
- Architecture is controlled by both the physical user (as they explore products and spaces), and the products themselves (as users change their variables).
- Transitional spaces for various products based on their function. For example, the space for television products are more visual than the space for audio, which would invoke more sound. The transition between these two spaces is subtle, but well-defined and well understood by any user.
- 5 spaces designated for audio, video, games, entertainment, and computers, and central entrance/POS area.
- Each space has individual sensory experience created through architectural means: spatial elements, textures, forms, and various other sensual stimuli.

Virtual Store

- Excites the senses as much as possible, considering that users are behind the "wall" that is their monitors.
- Actions being performed at the physical store are reflected to users accessing the virtual store, and vice versa
- Users have a 3D walk through of the physical store, and view the products with an available 3D orbit and magnifier. Data on the products are updated in real-time.
- Products "test-run" before use, just like at the physical store. An avatar serves this purpose, such as in Second Life, to represent the user controlling real products in a digital world in order to make better purchasing decisions.

Interior Motion

Interior Movements