Publication: ERGUIR EN LO ALTO: EXPLORACIÓN EN LA COTIDIANEIDAD DEL DESBORDE URBANO
Date
2018
Authors
LOBOS VILLARREAL, BASTIÁN NICOLÁS
Journal Title
Journal ISSN
Volume Title
Publisher
Abstract
“Erguir en lo Alto: Exploración en la cotidianeidad
del desborde urbano” es el proyecto
de título del estudiante Bastián Lobos Villarreal,
para optar al grado de Arquitecto en la
UTFSM, el cual se enmarca en la modalidad
“experiencial”. El proyecto es una infraestructura
de carácter comunitario, construida
en madera, acero y hormigón armado, ubicada
en la plaza de la Comunidad Violeta Parra, la
cual tiene como objetivo ofrecer un momento
de reunión para la vecindad, y un lugar de
juego para los niños, consolidando la parte
alta de la plaza mediante la integración de
una rampa, un mirador y un resbalín en un
solo concepto arquitectónico: un juego – dinosaurio
(el “Dino-Juego”); encargo el cual
emanó de un proceso de consulta y diseño
comunitario con los dirigentes, vecinos y
niños del lugar. La configuración de la tesis
experiencial en este sentido es sui generis,
ya que se considera la experiencia desde el
acercamiento y el proceso con la comunidad,
que se ve concretada en el proyecto, que en
sí, es el decantamiento de un largo proceso
de gestión. Además de lo anterior, se instala
como una experiencia que “quedará en el
tiempo” para la propia comunidad, explorando
un espacio temporal de permanencia
en el territorio.
El proyecto se configura a partir de un
Manifiesto inicial: realizar una construcción
en escala “uno es a uno” en alguna de las comunidades
que se ubican en la periferia de la
ciudad. Entendiendo esa periferia como un
resultado de las dinámicas del sistema económico
capitalista, la cual a nuestro tiempo
no tiene una “solución” aparente. Desde esta
perspectiva crítica, se entiendo que el rol del
arquitecto debe ser el de un traductor de las
problemáticas del entorno social en donde
opera, y más que un estudioso de aquello,
es alguien que sabe ofrecer una respuesta
práctica – y coherente - a las problemáticas
encontradas.
Mediante consultas con la ONG “Techo”, en
noviembre del 2017, se hizo el nexo para intervenir
en la comunidad Violeta Parra (Cerro
Yungay Alto, Valparaíso), con amplia historia
de lucha social y desarrollo de proyectos,
se volvió una opción idónea para realizar
la exploración propuesta, ofreciéndoles a
los dirigentes la posibilidad de realizar un
proyecto basado en la metodología de diseño
participativo, el cual fuera hecho base a
sus propias inquietudes con respecto a su
territorio, ofreciendo una respuesta con una
obra construida con un presupuesto cercano
al millón de pesos, con lo cual se abrió la
consulta abierta a la comunidad en variadas
asambleas, en las cuales aparecieron el lugar,
el programa, opciones de anteproyecto
y finalmente el anteproyecto, proceso que finalizó con la construcción y entrega del proyecto a la comunidad en
Noviembre del 2018.
Por ende, el proceso fue un ir y venir entre el la academia y la comunidad.
En esa misma línea la conceptualización se manejó en dos extremos: lo
vernáculo (lo local) y lo vanguardista (lo académico).
Para el desarrollo del modelo del anteproyecto, luego de los primeros bocetos
con lápiz, se utilizó el software Rhinoceros (modelación 3d) para modelar
las superficies base y las curvas de altura del proyecto, como complemento
se usó Grasshopper (programación visual), los cuales en conjunto
posibilitaron la parametrización de la curva que hace eje en el proyecto,
pudiendo variar el diámetro y cantidad de rollizos, por ende, las crucetas
presentes a través de misma. En una etapa avanzada se elaboraron dos
maquetas de proyectos con 24 y 16 crucetas, las cuales retroalimentaron
al modelo digital.
Finalmente, se pulió el anteproyecto y se definió la propuesta final con 10
crucetas. Lo anterior permitió flexibilizar el diseño y la optimización de
sus componentes para poder hacer realidad el concepto propuesto, ajustándose
al presupuesto.
Se realizó un trabajo de prefabricación de varias semanas en el laboratorio
de materiales de la escuela de arquitectura (LABOMAT), iterando con un
trabajo in situ en obra.
El proyecto responde en primer caso a las necesidades
expuestas por los vecinos en reuniones y conversaciones en la
comunidad, las cuales se podrían resumir en la necesidad de tener una
plaza más consolidada en términos de infraestructura y su uso, protegiéndose
de la calle lateral, por la cual transitan vehículos. Lo segundo son las
consideraciones del estudio del lugar, mediante levantamientos se definen
como hitos del lugar la vista, recorridos y tectónica. Lo anterior se suma
al trío programático: rampa, mirador y resbalín. Desde el cual emana el
anteproyecto del “Dino-Juego”, el cual es una sucesión de 10 crucetas hechas
con rollizos de madera que van fundados en hormigón armado y sujetos por
las tablas de piso que van entre sus vigas, estas crucetas forman una curva
cóncava a la plaza, que va desde el acceso a la rampa hasta llegar a la parte
central que se yergue para poder observar la bahía en toda su extensión,
rematando con un resbalín en esa misma dirección que devuelve al niño a
la plaza; continuando su juego allá en lo alto de Valparaíso, en la plaza de
la comunidad Violeta Parra.
“Rise on Hige: Exploration in the everydayness of urban overflow” is the project title of the student Bastián Lobos Villarreal, to opt for the degree of Architect in the UTFSM, which is part of the “experiential” modality. The project is an infrastructure of a community nature, built in wood, steel and reinforced concrete, located in the plaza of the Comunidad Violeta Parra, which aims to offer a meeting time for the neighborhood and a playground for children, consolidating the higher part of the square by integration of a ramp, a viewpoint and a slide in a single architectural concept: a dinosaur-game (Dino- Game); which emanated from a process of consultation and community design with the leaders, neighbors and children of the place. The configuration of the experiential thesis in this sense is sui generis, since the experience is considered from the approach and the process with the community, which is concretized in a community infrastructure project, which, in itself, is only the result of a long process of management. In addition to the above, it is installed as an experience that will “remain in time” for the community itself, exploring a temporary space of permanence in the territory. The project is configured from an initial Manifesto: make a 1: 1 scale construction in some of the communities that are located in the periphery of the city. Understanding that periphery as a sub-product of the capitalist economic system, configuring the production of the space we inhabit, which in our time has no apparent solution. From this critical perspective, it is understood that the role of the architect must be that of a translator of the problems of the social environment in which it operates, and more than a student of that, it is someone who knows how to offer a practical - and coherent - response to problems encountered. Through consultations with the NGO “Techo”, in November of 2017 the nexus was made to intervene in the Violeta Parra community (Cerro Yungay Alto, Valparaíso), with a long history of social struggle and a stable organization, it became an ideal option to carry out the proposed exploration, offering the leaders the possibility of carrying out a project based on the methodology of participatory design, which was based on their own concerns regarding their territory, offering a response built with a budget set close to one million pesos , which opened an open consultation to the community in various assemblies, in which appeared the place, the program, preliminary project options and finally the preliminary project, which was completed with the construction and delivery of the project to the community in November 2018. Therefore, the process became a coming and going between the academy and the community. In this same line, conceptualization was handled in two extremes: the vernacular (the local) and the avant-garde (the academic) For the development of the blueprint model, after the first sketches with pencil, the Rhinoceros software (3d modeling based on nurbs) was used to model the base surfaces and height curves of the project, as a complement Grasshopper was used (visual programming), which together made possible the parameterization of the curve that makes axis in the project, being able to vary the diameter and number of logs, therefore, the crossheads present through it. In an advanced stage, two project models were prepared, which gave feedback to the digital model. Finally, the blueprint was polished and the final proposal was defined. Regarding the previous, it allowed being flexible with the design and optimization of its components in order to make the proposed concept a reality, adjusting to the budget. A prefabrication work was carried out in the materials laboratory of the school of architecture (LABOMAT), iterating with on-site work. In terms of the project, it responds in the first instance to the needs expressed by the neighbors in meetings and personal encounters in the community, considering a wide range of opinions and the age ranges of the issuers, which could be summarized in the need to have a more consolidated plaza in terms of infrastructure and its use, protecting itself from the side street, through which vehicles pass. The second is the considerations of the study of the place, through surveys are defined as landmarks of sight and its tectonics. The above is added to the programmatic trio: ramp, viewpoint and slide. From which emanates the blueprint of the “Dino-Game”, which is a succession of 10 crossbars made with logs of wood that are founded in reinforced concrete and held by the floor boards that go between their beams, these crossbars make a concave curve to the square from the access to the ramp, going through a turn until you reach the central part that looks at the view of the entire bay, ending with a slide in the same direction that returns the child to the square, starting again the game in the square of the community Violeta Parra.
“Rise on Hige: Exploration in the everydayness of urban overflow” is the project title of the student Bastián Lobos Villarreal, to opt for the degree of Architect in the UTFSM, which is part of the “experiential” modality. The project is an infrastructure of a community nature, built in wood, steel and reinforced concrete, located in the plaza of the Comunidad Violeta Parra, which aims to offer a meeting time for the neighborhood and a playground for children, consolidating the higher part of the square by integration of a ramp, a viewpoint and a slide in a single architectural concept: a dinosaur-game (Dino- Game); which emanated from a process of consultation and community design with the leaders, neighbors and children of the place. The configuration of the experiential thesis in this sense is sui generis, since the experience is considered from the approach and the process with the community, which is concretized in a community infrastructure project, which, in itself, is only the result of a long process of management. In addition to the above, it is installed as an experience that will “remain in time” for the community itself, exploring a temporary space of permanence in the territory. The project is configured from an initial Manifesto: make a 1: 1 scale construction in some of the communities that are located in the periphery of the city. Understanding that periphery as a sub-product of the capitalist economic system, configuring the production of the space we inhabit, which in our time has no apparent solution. From this critical perspective, it is understood that the role of the architect must be that of a translator of the problems of the social environment in which it operates, and more than a student of that, it is someone who knows how to offer a practical - and coherent - response to problems encountered. Through consultations with the NGO “Techo”, in November of 2017 the nexus was made to intervene in the Violeta Parra community (Cerro Yungay Alto, Valparaíso), with a long history of social struggle and a stable organization, it became an ideal option to carry out the proposed exploration, offering the leaders the possibility of carrying out a project based on the methodology of participatory design, which was based on their own concerns regarding their territory, offering a response built with a budget set close to one million pesos , which opened an open consultation to the community in various assemblies, in which appeared the place, the program, preliminary project options and finally the preliminary project, which was completed with the construction and delivery of the project to the community in November 2018. Therefore, the process became a coming and going between the academy and the community. In this same line, conceptualization was handled in two extremes: the vernacular (the local) and the avant-garde (the academic) For the development of the blueprint model, after the first sketches with pencil, the Rhinoceros software (3d modeling based on nurbs) was used to model the base surfaces and height curves of the project, as a complement Grasshopper was used (visual programming), which together made possible the parameterization of the curve that makes axis in the project, being able to vary the diameter and number of logs, therefore, the crossheads present through it. In an advanced stage, two project models were prepared, which gave feedback to the digital model. Finally, the blueprint was polished and the final proposal was defined. Regarding the previous, it allowed being flexible with the design and optimization of its components in order to make the proposed concept a reality, adjusting to the budget. A prefabrication work was carried out in the materials laboratory of the school of architecture (LABOMAT), iterating with on-site work. In terms of the project, it responds in the first instance to the needs expressed by the neighbors in meetings and personal encounters in the community, considering a wide range of opinions and the age ranges of the issuers, which could be summarized in the need to have a more consolidated plaza in terms of infrastructure and its use, protecting itself from the side street, through which vehicles pass. The second is the considerations of the study of the place, through surveys are defined as landmarks of sight and its tectonics. The above is added to the programmatic trio: ramp, viewpoint and slide. From which emanates the blueprint of the “Dino-Game”, which is a succession of 10 crossbars made with logs of wood that are founded in reinforced concrete and held by the floor boards that go between their beams, these crossbars make a concave curve to the square from the access to the ramp, going through a turn until you reach the central part that looks at the view of the entire bay, ending with a slide in the same direction that returns the child to the square, starting again the game in the square of the community Violeta Parra.
Description
Keywords
TESIS EXPERIENCIAL , ARQUITECTURA SOCIAL , PROYECTO COMUNITARIO