Intrigue, Engage and Learn

The idea for creation of anti-library is to dis-engage the youth from the virtual world and help them transform their rigid compartments into porous overlaps, merging the two realms of learning : the experiential & the virtual. The physical transformation of spaces would allow chance interactions between ‘learners of various genre’. Thus the spaces and the activities would in-turn provide the users new experiences and learnings. The Japanese have left a mark on the entire world, because of the way of life they lead. The discipline, honesty and sensitiveness reflects strongly in their life through different compartments of Work, Recreation, Personal Life and Socialization. The virtual world is another compartment that has created a wide spread impact in the lives of the youth of Japan. The design revolves around creation of such spaces which will not only raise curiosity (by transformation of spaces) to explore the place but will also help users to learn while interacting with the surrounding (by transformation of activities). This would motivate individuals to break free from the barriers of virtual world and engage with reality.

A+UD

3/14/20220 min read

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