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1900 年至今未建成的那些先鋒遊樂場

所有設計師的手中都或多或少有這樣一些項目:它們從未被建成。只是我們通常不會談論這些項目,也很少向人提起。而隨著這些未實現的項目出現的「未實現」設計理念,卻沿著千奇百怪的道路觸碰到了藝術成就和夢想潛力的頂峰:早在 1900 年,就出現過與時下設計前沿驚人一致的設計理念,它被認為是早期兒童玩樂領域的思想領袖。每隔一段時間,一個未實現的想法就會被重新審視和建造。以下這些設計中,你覺得哪個是在概念提出 30 多年後才建成的?

All designers have projects that were never realized, we just don』t usually talk about and share them. The unbuilt playground ideas that follow have in different ways reached pinnacles of artistic reach and visionary potential. Ideas going as far back as 1900 advocate for children in striking alignment with today』s cutting edge thought leaders of early childhood play. Every once in a while, an unrealized idea is revisited and constructed. Which of the ideas that follow do you think was built more than 30 years after conception?

▲ 2007 年 6 月,Frank Gehry 宣布將在曼哈頓最南端的炮台公園設計打造他職業生涯中的第一個遊樂場。然而,Gehry 計劃使用 1000 萬美元 —— 這遠遠超出了預算的 400 萬美元。而超級風暴「Sandy」的來襲,更是使項目陷入了僵局。Gehry 的設計里有幾個令人眼花繚亂的滑梯,一個「綠色」休閑區站,還有一個兒童可鑽進去的大鳥籠子。It was announced in June 2007 that Frank Gehry would design the first playground of his career in Battery Park, Manhattan』s southernmost point. Unfortunately, Gehry』s $10 million plans far exceeded the $4 million budget and complications from Superstorm Sandy brought the project to an impasse. Gehry』s design included several dizzying slides, a 『green』 comfort station and a child-sized birdhouse.」 (Guerra, Anne. Never Built NYC Projects. Untapped Cities, Nov 2015.)

▲ Saul Bass(美國,1920 - 1996),以給電影標題和公司 logo 設計圖形而聞名。他設計了一個遊樂場設計(模型見上圖),並將迷宮一樣的高架步道和雕塑元素結合在一起。這原本是為紐約 Longwood 區域的低收入人群設計開發住房項目的,但最終未能實現。Saul Bass (American, 1920-1996), known for film title and corporate graphic logo design, conceived one playground design (model, pictured) complete with elevated maze-like walkway and sculptural elements. Intended for a site in the low-income housing development, Longwood (NY), the design was never realized.

▲ Bass 為電影《桃色血案》設計的標題圖形,導演 Otto Preminger,1959 年上映。Film title graphic by Bass for the film, Anatomy of a Murder, directed by Otto Preminger and released in 1959.

▲ Bruce Alonzo Godd(美國,1904 - 1982)。《Gene and Nancy Bavinger House》,室內設計展示:樓梯以及懸掛式兒童遊樂空間,1950 - 1951。這是 Bruce 對戰後四四方方的盒狀住宅空間的挑戰。室內沒有任何牆壁,這個空間就好像是「從一個淺淺的峽谷或溪流附近,有機地冒出來的」。Bruce Alonzo Godd (American, 1904-1982). Gene and Nancy Bavinger House; Interior View Showing Stairs and Suspended Children』s Spaces, 1950-51. An effort by the artist to defy the boxy spaces of postwar housing. Here there are no interior walls, as though the space were rising out 「organically from the site near a shallow ravine or stream.」 (Ogata, Amy F. Century of the Child, Growing by Design 1900-2000. Pg. 172)

▲ 桌面壁紙。Desktop wallpaper (anonymous).

▲ 《最終幻想7》。Final Fantasy VII.

▲ 野口勇(美國,1904 - 1988)和 Louis I. Kahn,《遊樂山》,1933 年,石膏模型。這是野口勇最早期的作品之一,將純藝術帶入了人們的日常生活。野口勇將《遊樂山》形容為:「我的所有關於雕塑和大地的想法,都源自於它的內核。」 Isamu Noguchi (American, 1904-1988), and Louis I. Kahn. Play Mountain, 1933. Plaster model. One of Noguchi』s earliest works that brought fine art to everyday living. Noguchi described Play Mountain as 「the kernel out of which have grown all my ideas relating sculpture to the earth.」 (Shaina D. Larrivee, Playscapes: Isamu Noguchi』s Designs for Play, 2011.Pg. 56)

「1934 年,野口勇帶著他的《遊樂山》會見了 Robert Moses。在了解到公園管理委員會計劃在紐約市為兒童建造數百個遊樂園後,他希望能用自己的設計提起 Moses 的興趣。野口勇回憶道:『Moses 幾乎是嘲笑著把我們轟了出去。他覺得我冒犯了他,認為我的設計在要人命,並表示遊樂場必須使用測試過的遊樂設施,紐約不能做我設計的小白鼠。』」(Jon Earle, The Kinder Journal, Isamu Noguchi』s Never-Built New York Playgrounds. 005 Pedagogy.)

▲ 野口勇和 Louis I. Kahn,由粘土和石膏建造的紐約河濱列維紀念遊樂場模型,1961 - 1962。Isamu Noguchi and Louis I. Kahn. Clay and plaster models for the Adele Rosenwald Levy Memorial Playground. 1961–1962.

此事件與一系列長達 10 年的拒絕,讓野口勇一生痛斥 Moses,使他寧願和建築師(或私人贊助方)合作,也不願直接與政府官員合作。但由於很多原因,野口勇似乎誤解了對 Moses 接受他設計的期待。

▲ 野口勇和 Louis I. Kahn,紐約河濱列維紀念遊樂場,1961 - 1962,石膏模型。露天劇場(左上)與階梯金字塔和雙滑梯假山(右中)。露天劇場地下為社區中心。在設計的第三次迭代中,野口勇和 Kahn 響應了公園管理部門的要求,一次次反覆更改設計直至項目保持在預算範圍內。與此同時,附近的一部分居民更佳贊成開放的公園項目而非混凝土建築,他們認為這是一個「虛榮奢華」的項目。兩任市長後,城市對項目的撥款只剩下預期的一半,紐約河濱列維紀念遊樂場最終被擱置。Isamu Noguchi and Louis I. Kahn. Detail of model for the Adele Rosenwald Levy Memorial Playground. 1961–1962. Plaster. Amphitheater (top left) with step pyramid and twin slide mountains (center right). Community center underground beneath amphitheater. In this third iteration of the design, Noguchi and Kahn had responded to Parks Department requests to make design change after design change to keep the project within budget. At the same time, a group of nearby residents in favor of open park space over concrete structures picketed against what they deemed a 「vainglorious」 project. Two city mayors later, with only half of the project』s cost promised from the city, Adele Rosenwald Levy Memorial Playground was ultimately abandoned.

首先,也是最重要的,在 1934 那年,市政遊樂場是城市規劃師和景觀設計師負責的領域。此前紐約從未聘請過藝術家來「雕琢」公園地塊。其次,對於紐約和其他市郊區域來說,遊樂場是一個新鮮事物,距離其實現實驗性和「創造性遊樂」的復興還有幾十年的時間。再次,在野口勇的同行中,雕塑家主要專註於離散的美學對象;藝術家們對大地進行大規模互動性的實驗,在 20 世紀 60 年代末的土地運動興起之前,沒有任何以顯著方式實現的環境。(Larrivee, Shaina D. Playscapes: Isamu Noguchi』s Designs for Play, 2011.Pg. 55)

▲ 野口勇,聯合國遊樂場模型,1952,石膏。Isamu Noguchi. Model for United Nations Playground, 1952. Plaster.

▲ 野口勇,1970,1968 年世博會美國館,上色石膏。展覽設在地下,地面是一個寬敞的屋頂花園。一個巨大的太空氣球懸浮在距離地面240 英尺的高空。評審團認為此設計對參觀者在展區內的流動性考慮不周。Isamu Noguchi. U.S. Pavilion Exposition 1970, 1968. Painted plaster. Exhibits are housed underground, allowing for an expansive garden rooftop. A large space balloon hovers 240 feet above grade. Visitor flow through exhibition space was considered poorly thought out by the judging panel.

▲ 軍事訓練設施。Military training apparatus.

「(對於野口勇來說)遊樂場不應該被設計成用來訓練新兵的軍事訓練設施……他認為孩子們應該擁有人類最初體驗地球環境的那種感受,遊樂場應該被設計為一個壯觀又複雜的地方。」Dakin Hart 在《野口勇:古風/現代》中寫道。

「[For Noguchi] playgrounds should not be designed like military exercise equipment for a cheaply executed boot camp... He thought children should experience the environment the way man first experienced the earth, as a spectacular and complex place,」Dakin Hart writes (author, Isamu Noguchi: Archaic/modern).

▲ 野口勇,夏威夷 Ala Moana 公園裡的遊樂設施,1939。當項目未能實現時,野口勇將設施帶到紐約城市公園部門,詢問了負責安全測試的相關人員。致力於消除人們對危險的擔憂,野口勇在 1941 年再次回到 Robert Moses(公園管理負責人)的辦公室,展示了「浮雕」遊樂場的設計。Isamu Noguchi. Playground equipment for Ala Moana Park, Hawaii, 1939. When the project failed to realize, Noguchi brought the equipment to the New York City Parks Department who responded by inquiring about safety testing. Determined to address concerns about danger, Noguchi returned yet again to the offices of Robert Moses (Park Commissioner) to present Contoured Playground in 1941.

▲ 「浮雕」遊樂場沒有任何類型的遊樂設施,完全由低矮的螺旋丘陵和地面的凹陷組成。野口勇被告知公園管理部門可能會將設計融入中央公園,但從未實施過任何計劃。此外,由於美國加入了第二次世界大戰,公園部門的建設計劃因此被暫停,直到 20 世紀 40 年代末才恢復。Without equipment of any kind, Contoured Playground is comprised of low-pitch mounds and hollows in earth. Noguchi was told that the Parks Department may be able to fit the design into Central Park, but no plans formed. As the US entered WWII, the Parks Department construction program froze and did not resume until the late 1940s.

在經歷了連續 30 年的失敗之後,野口勇在美國成功建造的第一個遊樂場是位於喬治亞州亞特蘭大的雕塑遊樂設施。該項目由私人贊助,野口勇認為,繞過亞特蘭大的公園管理部門是此項目能夠被成功建造的主要原因。

「野口勇在紐約河濱列維紀念遊戲場之後的設計創意,與此前並不相同……他削弱了在之前設計中想要表達的觀點,去除了土地改造的工程並更偏向於使用現成的遊樂設施。」(Larrivee, Pg. 72)

▲Lina Bo Bardi 寫道:「我試圖在特里亞諾陽台營造這樣一種環境 —— 可以讓普通走人入進去,在那裡逛逛戶外展覽,聊聊天,聽聽音樂,以及看看電影。」 她希望看到「孩子們在早晨和下午的陽光下盡情玩耍」。「I tried to create an atmosphere on Triano Terrace, I』d like for the common people to go there and see outdoor exhibitions and chat, listen to music, watch films」, wrote Lina Bo Bardi. She expected to see 「children playing in the morning and afternoon sun.」 (Zeuler R.M. de A. Lima: Lina Bo Bardi, Yale University Press, 2013, Pg. 131)

「海洋公園」, 由 Charles Downing Lay 設計於 1900 年至 1930 年美國的後奧姆斯特德(post-Olmstead)時期,被比作維多利亞時代的「遊樂場」。 在對城市化的理解上,Lay 的開放空間設計是概念上的城市基礎設施 ——「這是個能提高生產效率的系統的一部分……」

Lay 的奧林匹克景觀是一台巨大的「機器」,在這台機器中,組織化的比賽和競技運動甚至可以把最難管理的移民群體變為充滿活力的美國公民。康尼島(Coney Island)一直是社會改革家最喜歡的替罪羊——這個區域充滿了令人作嘔的肉慾和道德墮落。而 Lay 的設計定位則特意著眼於此,要為紐約的工人階級提供了一個健康的、積極向上的選擇。(Thomas K. Campanella, University of North Carolina at Chapel Hill, 「Playground of the Century: A Political and Design History of New York City』s Greatest Unbuilt Park」)

Lay 的海洋公園設計在 1936 年的柏林奧運會上獲得了一枚銀牌,這是美國歷史上唯一一個參加奧運會的公園。Robert Moses 選擇不對公園進行開發,以符合奧運會的要求比例。今天的海洋公園佔地 800 英畝,是紐約地區一個被遺忘的開發區域。

▲ BAM,上海遊樂場,2014 年。在一對隔板之間,用巨大的、固態的球體製造出「混亂的漩渦」(圖片正中)。在相鄰的一對分區之間是一個水平定向的步入式萬花筒,可由兒童手動旋轉。「垃圾山丘」(圖片最左)呈現出一個非常陡峭的斜坡,用隱藏式的基本元件幫助孩子們攀登或下滑。可能是由於資金短缺,BAM 的客戶並沒有對超越性的概念設計進行投資。從那以後,BAM 把「萬花筒」這一元素從眾多創意中拆解出來,在大興西側公園遊樂場建立了一個垂直的版本。BAM. Shanghai Playground, 2014. Between a pair of partitions is an engulfing 『jumble』 of big stationary balls (center). Between a neighboring pair of partitions is a walk-in kaleidoscope, horizontally-oriented, which can be rotated manually by children. 『Junk yard hill』 (far left) presents a very steep incline with submerged basic forms which can help children ascend/descend. BAM』s client did not invest beyond concept design likely due to unavailable funds. A playground of many ideas in one, BAM has since unpacked the kaleidoscope idea to build a vertical version at Daxing West playground.

▲ Szekely Pierre,《瓦茲上的香檳》部分細節,1961 年 。(已被拆除)。如圖所示,穿越 BAM 「垃圾山丘」的過程,就像是在 Szekely 的雕塑上下玩耍過程的初學者版本。Szekely, Pierre. Detail of Champagne sur Oise Oise, 1961. (Demolished.) The journey across BAM』s 『junk yard hill』 was imagined to be a beginner version of the journey up/down Pierre Szekely』s sculpture, pictured.

▲ Szekely Pierre(匈牙利,1923 - 2001),《瓦茲上的香檳》,1961 年。(已被拆除)。Szekely, Pierre. (Hungarian, 1923-2001) Champagne sur Oise Oise, 1961. (Demolished.)

▲ Szekely Pierre 和 Soleil Bipède,1968年。Szekely 另一個用來練習登山的雕塑。Szekely, Pierre. Soleil Bipède, 1968. Another Szekely sculpture for practicing alpinism.

▲ Szekely Pierre 和 Soleil Bipède,1968年。孩子們和 Szekely 一起注視著施工動作。Szekely, Pierre. Soleil Bipède, 1968. Children watch as Szekely contemplates the next construction move.

▲ BAM,「鴨子」遊樂場,南京,2015 年。通過非常獨特的南京風格鴨子美食,BAM 與當地文化建立起了聯繫。BAM. Nanjing 「Duck」 Playground, 2015. BAM connects to local culture through the very special cuisine of Nanjing-style duck.

▲ 南京的一道佳肴:鴨頭。A delicacy of the Nanjing region: duck head.

▲ BAM,「鴨子」遊樂場,南京,2015 年。在「搖曳」的蘆葦叢間的安靜森林空間。BAM. Nanjing 「Duck」 Playground, 2015. Quiet forest space among 『light』 reeds.

▲ Olin 工作室,26 號碼頭遊樂場,紐約。Laurie Olin(美國,1938)的團隊設計了「大西洋鱘魚」,成為佔據哈德遜河的最大魚類。Olin Studio, Pier 26 Playground, New York. Laurie Olin』s (American, b. 1938) office designed occupiable Atlantic sturgeon after the largest fish in the Hudson River.

來自得克薩斯大學奧斯汀分校(University of Texas at Austin)的教授,也是兒童早期遊戲和遊樂場設計的思想領袖 Joe Frost 博士寫道,20 世紀五十年代的「新奇時代」,以及七十年代的「夢幻雕塑」都是為了「拓展兒童的想像力」。設計師們創造了火箭、汽車、動物,以及其他字面形象 —— 比如 BAM 的南京「鴨子」和 Olin 工作室的「鱘魚」。「這些基本上都是固定的,很難被小孩改變或是移動,也很難使其對成年人產生吸引力。」而奧特曼在匹茨堡遊樂場里的形象,無論是在規模還是質量上,似乎都很容易被孩子們接受。

Dr. Joe Frost, Professor at the University of Texas at Austin and thought leader in early childhood play and playground design, writes about 『Novelty Era』 『fantasy sculptures』 of the 1950s and 70s as 「intended to exercise the imagination of children.」 Designers created rockets, vehicles, animalia, and other literal figures much like BAM』s Nanjing duck and Olin Studio』s sturgeon. 「These were essentially fixed and resistant to change or movement by children and described by some as more appealing to adults than to children.」 Otterman』s Pittsburg playground figure seems to be at a scale and of a quality that easily embraces children.

▲ 火箭滑梯,「新奇時代」的遊樂場設備。Rocket slide, 『Novelty Era』 playground apparatus.

▲ Otterness Tom(美國,1952),美國匹茲堡,Aspinwall 河濱遊樂場。Otterness, Tom. (American, b. 1952) Aspinwall Riverfront Playground, Pittsburgh, USA.

▲ BAM,南京遊樂場之備選方案,2015。在一個住宅開發項目中的遊樂場設計,從南京「鴨子」之後走入了截然不同的方向:先是出現了帶有六邊形頂棚的攀登塔,接著又設計了能使人迷惑其中的反射鏡像。BAM. Nanjing Playground, alternative option, 2015. Set within a residential development, designs for the playground subsequently took drastically different directions after beginning with the Nanjing Duck: climbing tower with a hex-cell canopy, then mirrored forms capable of trick reflections.

▲ BAM,南京遊樂場,2015。實驗:探討科學與藝術之間的相互反應。如何將鋪陳圖案置於鏡面材料中,以揭示一個與眾不同、使人驚奇的圖像?BAM. Nanjing Playground, 2015. Experiments with the science and art of reflection. How can paving patterns be reflected in the mirror-surface of a form to reveal a different, surprising image?

▲ BAM,深圳遊樂場,2014年。BAM 被要求為大型住宅項目製作一個「藝術裝置門戶」,並且要通過一個互動的遊樂空間來滿足這一需求。一條機械手臂讓下面的空氣保持充分流動;籃球架在「樹」雕塑上以不同的高度懸掛著;用於攀爬、扭轉、隧道的網狀結構;起伏的地形,球場和「碗」加大了各器械之間的互動性。BAM. Shenzhen Playground, 2014. BAM was asked to make an 『art installation gateway』 for a large residential development and interpreted the requirement by proposing an interactive play space. A robotic arm blows air onto anything it spots below. Hoops dangle at different heights from a sculptural 『tree』. Netted forms for climbing twist, tunnel, intertwine. Terrain undulates, pitches and bowls to facilitate interaction with apparatus.

▲ BAM,重慶廣場設計提案,2013。BAM 提出了互動的「手臂」這一設計概念。在其中一個部分,細長且向下垂的柱狀結構的末端掛有懸垂的噴嘴,水從其中噴射而出。而在此概念的第二代版本中,從噴嘴噴出的不是水而是空氣,力度足以吹動頭髮、讓皮膚變形。BAM. Ideas for Chongqing plaza, 2013. BAM proposes interactive 『arms』. In one option, water spirts from nozzles dangling at the end of thin, drooping columnar forms. In a second iteration of the same idea, air shoots from nozzles hard enough to blow hair and move skin.


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