CN 11-5366/S     ISSN 1673-1530
“风景园林,不只是一本期刊。”

Speculative Gameboarding for Megaregions: Using Morphological Themes for a Pedagogical Approach to Regional Design in the Greater Bay Area, China

  • 摘要: 中国空前的城市化速度与规模亟需更先进的规划设计策略。探索基于形态学的区域设计研究教学方法,从而制定体现中国大都市区特征的空间策略。在设计课程背景下,介绍了以形态学主题为基础的探索性棋盘博弈这一方法论,并应用到粤港澳大湾区空间转型的场景设计中。评估了香港理工大学设计学院和代尔夫特理工大学城市学系连续4年的一系列合作成果。1)沿着设计课程的流程,阐明了教学轨迹。2)调查了不同形态学主题如何影响学生的设计成果,对比了成果的空间特异性以及设计提案的激进程度。3)探讨了是否部分形态学主题更适用于大湾区社会文化与环境的特殊性。在6次课程中,学生们研究了8个形态学主题:点状、线状、条状、巨型街区、放射状、环状、交叉状和边缘状。实践表明存在冗余的主题,因此对主题的进一步确立值得深入研究。需要指出,2所大学的设计课程存在差异,这似乎也影响了棋盘博弈法在各自课程中扮演的作用。整体而言,此教学方法论可以产生远超传统空间规划的设计策略。因此,以形态学主题为基础的棋盘博弈是一套充满前景的方法论,并且今后有望结合更多利益相关方的参与,进行进一步深化和测试。

     

    Abstract: The unprecedented speed and scale of urbanization in China calls for advanced planning and design strategies. This paper aims to explore a new pedagogical approach that cultivates morphological regional design studies to develop spatial strategies that acknowledge the complex and diverse urban landscapes of Chinese megaregions. Accordingly, the objective is to compare different morphological themes that form the basis for speculative gameboarding as a regional design methodology in the setting of academic planning and design studios. The paper evaluates a collection of outcomes from four years of collaboration between The Hong Kong Polytechnic University’s School of Design and the TU Delft’s Department of Urbanism. Here, gameboarding was used as a methodology to draft scenarios for large-scale spatial transformation in the Guangdong-Hong Kong-Macao Greater Bay Area (GBA). Firstly, the paper explains the pedagogical trajectory of the studios along their three main phases — analysis, gameboarding, and evaluation. Secondly, it is investigated in how far the given morphological themes informed the design outcomes of the students. These outcomes are compared with regard to their spatial specificity as well as the radicalness of proposed transformations. Lastly, it is discussed if some of the themes are more suitable than others to respond to the socio-cultural and environmental specificities of the GBA. In six design studios, students worked on eight different morphological themes: pointillist, linear, strip, megablock, radial, ring, cross, and edge. It is found that redundancies exist between some of the themes, which suggests that the consolidation of themes might be worth exploring. Furthermore, the different context of the studios in the two universities seems to affect the role that gameboarding takes in the process. Overall, the teaching methodology has proven to generate a wide range of design strategies that point far beyond conventional spatial planning solutions. Speculative gameboarding with morphological themes is therefore a promising methodology that may be further enhanced and tested for other forms of stakeholder engagement.

     

/

返回文章
返回