Never Be Quiet, Give a Shit!
Hassene Jeljeli / Tunisia and Aziz Ben Moussa / France
Ancient Rome’s latrines, formed by perforated benches that constitute toilet seats, can be public or private, individual or collective. They represent a meeting place where Gallo-Roman people sitting side by side used to do their natural needs.
These toilets presented both a hygienic and a social function. In fact, they used to be a meeting and exchange place for Romans to negotiate, conclude business and make important political decisions.
There was also an economic dimension to latrines. Human excrements were collected and recycled. Urine collected in nearby urinals could be used for the manufacture of pharmaceuticals, cosmetics and leather tanning. Feces were also collected and sold as fertilizer.
Our project consists of an installation that aims to break down the barriers created by our current society and helps to strengthen the social bond between the different generations. The idea is to create a contemporary version of the Roman toilets.
The system is designed to be completely self-sustaining: the excreta is collected in a drawer and later discharged into a tank located at the back of the toilet bowl. The hard waste is used as fertilizer for the aromatic plant containers that complete this device. Gases from fermentation process feed a turbine to create electricity for night lighting.
The unit is equipped with a convertible canvas, which discharges rainwater into the planted bins. The water is filtered and then stored in a tank that feeds a fountain to wash hands. This modular furniture allows introverted/extraverted arrangements in order to meet the following needs:
- integration in different contexts with the possibility of use as urban furniture or in festivals.
- meet the user group's need for privacy in relation to the outside world.
It consists in building mini biogas plant transforming human excrements into electricity and offering extra energy to the community.
Knock Knock Number Swap
Alasdair Rigby-Platais, Jeanette Reddie, Lloyd Barnes, and Rachel Hilton-McDermott / UK
5% of adults in the UK are often or always lonely. 1 in 20. Let's also assume that 1 in 20 people have the willingness to be a change enabler. So on a typical street of 20 we have 1 lonely person and 1 "enabler".
Knock Knock Number Swap is a free community scale game and a mechanism for social interaction on your street. Facilitated by the "enabler" it is replicable when distributed by post or via free web download. The 3 sheets of paper in this submission are a kit for the game.
Directions (firstly, post kit to new enabler with 20 sunflower seeds!)
1. On receipt, plant the seeds into pots.
2. Print the kit (with board 2 being on self adhesive paper)
3. Cut board 2 and board 3 into strips. One sticker strip from board 2 and one collector strip (from board 3) for each house.
4. Deliver the strips to each house. The aim of the game is to give away 19 numbers and collect 19 until you have a full set 1-20.
5. When all numbers are collected, strips can be returned to the enabler in exchange for a surprise sunflower.
A lonely person talks to 19 other people on the street, gets a sunflower and 19 ongoing connections. What's next? A sunflower growing competition on your street.
This game is simple enough to be adapted to international settings. Seeds could be substituted for yams/rice/corn. Streets could be substituted for communities/charities/villages/institutions.
This game helps to create and perpetuate the initial contact that is key to combating lonelinss. Seeds from grown plants can be harvested and provide for subsequent games.
Sonakshi Pandit / UK
This scheme presents itself as a highly speculative co-housing typology, eliminating loneliness on an intergenerational and inter-social level. This is achieved through the concatenation of the co-housing typology with a responsive digital platform, consisting of perceptive sensors embedded within walls of individual units, which inherently detect moods and mutual interests, generating favourable social encounters through perceiving its residences’ compatibilities, communicated via a digital device. Through this system, residents are informed of potential social activities that can either be initiated by residents in an anonymous or personal manner, or generated through the system, which identifies and allocates social activities, including those that involve social care and support as well as those more recreational in nature by perceiving residents’ dispositions and moods. In addition, these social activities inculcate a reward system, where completion of social activities lead to points and, rather than imbuing a socially-hegemonic approach, points lead to rewards related to temporary savings on utility payments, upgradations of intra-locational facility access and relocation of units. Where activities subsuming socially excluded groups, such as elders and displaced individuals are partaken in, points granted are higher.
The inherent mobility of these units, through the attainment of points, allows residents to relocate on a monthly basis, if necessary, adjacent to individuals who demonstrate high compatibilities, through requests on the digital platform. Additionally, upon complacency with adjacent neighbours, an interstitial element (the mediator) may physically be extended and used to connect adjacent neighbours in a familial manner, expanding the domestic sphere. This may prove to be useful for individuals such as elders, who may be isolated from familial life.
It is imagined that the structure will expand, forming multiple unit blocks and, through the mobility of its units, facilitate relocation of individuals across the globe, effectively combatting loneliness on a macro level.
City of Villages
Adam Yoon, Hao Dong / Singapore
Our cities today are plagued by over-planning. Our lives are analyzed and divided by activity which is then allocated a place each. In Singapore, apartment buildings quickly become mono-functional as kids grow up and start going elsewhere to "live" throughout the day. The home is simply a place to sleep. The bonds we orm in each place are thus also "mono-functional" quickly becoming irrelevant as we progress to new "tiles" in the board game of life. Like snakes and ladders, the aim of each player is to reach the finish line and interaction between players is kept at a minimal. This creates a linear social structure and gives rise to cities of loneliness.
To break this cycle, we must analyze the village, and cater to its rebirth in our cities. In a village, the home is a place to live in its entirety, and shops crop up where needed, employing the very people who will work there. Every individual has a role to play in supporting one another much like a game of Monopoly, where players traverse the same tiles in a loop, relying on one another to progress.
My project features structures that will act as a catalyst for this rebirth. Simple stair-like elements that attach onto apartment buildings, changing the floor plan of each level. With support from mega corporations to fund individual startups, these elements will create new spaces from which residents can grow their own shops and help provide for one another, creating micro villages that allow for a more bonded and tight knit community.
In this, the city of villages, you bond over a multitude of things, and these bonds will evolve and change as you age. This new city will feature circular social structures that are more sustainable and in doing so, eliminate loneliness.