How to Draw a Hyperobject | Isle of Portland, UK | Unit 21 | 2022

Alp’s work takes Timothy Morton’s theory of ‘Hyperobjects’ as a test ground to create a drawing system that translates Hyperobject principles into architecture. The philosophical approach to high dimensional systems is spatialized through digital simulations, focusing on the Jurassic Coast of England. The project creates a drawing method performed by the fossils inhibiting the Portland stone, drawing themselves as three dimensional entities. Using generative systems, a projection based drawing system is created which maps itself onto the dynamic grid–a digitally simulated landscape.

Using the process, the outcomes embody the instability within architecture focusing on the intangible qualities that define architectural experiences. As a result, the architectural grid generates the principles of ‘viscosity’, ‘Interobjectivity’, ‘non-locality’ and ‘phasing’ as an entangled web. When any fragment of the building is changed, the entirety of the design readjusts itself for the new configuration, switching to a more suitable version for the changing context. The building clusters alternate between countless options offering ambiguous boundaries and everchanging design outcomes.

Alternate Versions of Fossil Architectures

The building clusters are outputs of countless versions switching one to another. For every fossil that is found along the Jurassic Coast, there is a potential room exists to be revealed.

Hyperobject Experiments and the Drawing Tool

Overall, the project dives deep into philosophical and scientific research that experiments with the ways of drawing an entity that is -almost- impossible to draw to begin with.

Fossil Blackholes

2D projection of the Fossil infinity disk is mapped onto the stone surface, distorting and breaking the surface of the Portland Stone

The Process of How to Draw a Hyperobject

The process of how to draw a hyperobject is explained through digital simulations and translation to architecture.