to all that entered Eliminate Loneliness Through Design. The finalists are listed below.



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Eco Housing: A Story of Sustainable Living

Nicolai Qvist Krarup / Denmark

This project contains different strategies to eliminate loneliness. The first is a so-called "Green Start". These areas are the same for all apartments and should be considered as the general entrance to the apartments. This part is designed for movement but leads to stays for spontaneous meetings between neighbours. The area can be compared to a suburban street- a place where children in can play, a place to sit in the early morning sun and a place were residents can meet over spontaneous gathering points near various plants and trees.

The internal part of the building is designed with different shifts in the facade. This part allows meetings between the different apartments- and contributes to a feeling of community between the residents. The inner courtyard, is considered as an open atrium according to the warmer climates (render1) and works as a glass covered area for colder climates (render 3). The atrium/courtyard contributes to a green and inspiring "neighbourhood".

People are different and have different social needs. Therefore, this project contains several types of social occasions and the degrees of privacy differentiates depending on where you live in the complex. the idea was to create a couple of apartment types that contributes to a dynamic, inspiring and active outdoor environment. People use more than 50% at their home. How can we activate social interaction within the frames of the apartments? We split up the classic plan of a apartment and tie them together over a common area.

The last strategy is the function-area. It is born out of the aspiration for a socially sustainable architecture. By providing the residents with a shielded space that they can in- habit and therefore relate to, activities can unfold and create social bonds between the residents.

The "Labyrinth" of Third Spaces

Hazrini Binti Hassan, Nurfatin Zakiah Binti Mohd Zaki, Teh Dina Sofia Binti Mohd Walid, and Puteri Mayang Bahjah Zaharin / Malaysia

Loneliness has become of the world's epidemic and has often lead to mental illness. In Japan, suicidal rate is on the rise and is the sixth highest country with suicidal cases in the world and second among the eight major industrialized nations.

More than 30,000 Japanese committed suicide each year. One of the common ways of suicidal is by jumping in front of moving vehicles. As such, it is very common to see many suicidal cases happened in train stations in Japan.

Tanaka Kenji is one of the nine percent of Japanese who suffered from mental illness. Kenji always feel lonely because he neglected his social life for his career and unfortunately, his hard work did not pay off since he is often being rebuked by his employer. This drives him to isolate himself due his insecurities, which leads to social isolation and depression. The situation worsened when he attempted to commit suicide at Chuo Line, Shinjuku Station which is one of the most popular locations for train suicidal in Japan.

One of the ways to prevent this sort of situation to happen is by creating ‘Third Spaces’ at the suicidal locations. This 'third spaces' consists of a number of fragment blocks which will be built along the route to the Shinjuku Station. This space is designed to allow interaction among the train users and is surrounded with healing components and activities that help the users to experience the spaces by relaxing and unwind. The space is also created to provide a sense of community in a smaller scale.

With the injection of 'third spaces', the Chuo Line, Shinjuku Station will no longer be seen as a suicidal hotspot and thus, will create a new experience of community engagement within a busy area.

Eliminate Loneliness.exe

Caroline Purps and Tom Brennecke / Germany

Urban Space shrinks and expands according to our capability and willigness to interact and engage with it. The state of loneliness renders this invalid. Loneliness, other than being alone, disconnects us from our surroundings. We are ill; and so is the city.

The lonely urban traveller is simply functioning, relying on familiar patterns and movements, being locked into a seemingly monofunctional space. There is no personal identification and no common language.

Text is the mediator between built structure and personal well-being (according to Wittgenstein: ,,The borders of my language are the borders of my world.“) We display how language becomes a guideline for enacting with space, being the substructure to everyday life.

As our case study, we have used Alexanderplatz in Berlin. Alexanderplatz is Berlin‘s urban center. It is a major square with satellite squares around. It is the main transport hub and increasingly crime incubator. It has become contested space - nothing for the lonely.

Script: When we are lonely, we are lonely everywhere. Alexanderplatz is planned using a code, a lonely person hardly finds pleasures in. It‘s the masterplanned urban area, offering indoors for consumption and empty outdoors. The code represents us getting lost, finding only functions and formulas instead of feelings and spots of existence.

Backlog: Backlog describes a list of things yet to be done. Amidst the masterplanned surrounding, our desires and emotions breaking through. Our language serves as a placeholder for imagination. We overwork the parameters that made the code fail. We are overwriting urban space with what we need.

Exe: Exe stands for execution and many little things make a big change. That‘s the cover of the book that holds our lonely desires. No space shall have the right, to deny us a hug when we are lonely. We want communicate, connect, change perspective, walk different ways - or at least have the ability to live our loneliness out.

Playful Cityscape

Loabat Nima, Negin Baniamerian, Niloofar Poorsadeghian / Iran

In this modern era of fast-paced lifestyle, living and working in cities means being among hundreds of people every day but not making meaningful interactions. Everyone is in rush without having enough time to communicate with others and this gradually brings loneliness among people.


To tackle this issue we need to offer citizens a positive, lively, calming public space that sparks their sense of curiosity and exploration to get together and interact. For many individuals it is generally hard to reach out to strangers and initiate a conversation, however playing games could bridge this gap and make it more convenient and even fun. In fact, game acts as an icebreaker when interacting with people who we do not know. In today’s multicultural cities, playing games together makes communications with people from different cultures simpler. Game can also act as meditation; when we play a game, we are more present, mindful and focused helping us spend less time on social media and make more face-to-face interactions.


The aim of our proposal is to provide an opportunity for people to make new friendships, pair up with others, create memorable experiences in urban spaces and finally have a healthier lifestyle through playing.


To achieve this goal, we have designed various types of group games requiring to be played by collaborations and teamwork. Each level has its own procedure resulting in rewards (i.e. free food, book etc.) for those who paired up with others. This playful public space stems from ground level, goes up around the skyscrapers with its warm colour to reduce the greyness mood of the city and ends on other side of the city block on the ground. This flexible design can be built as an effective solution in every modern city such as NYC, Tokyo or Shanghai.

Social Mitosis

Alexandre Rennhard Biselli / Brazil