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Senast publicerade
- Playground design for children with movement disabilities: How can existing playgrounds be better adapted to different needs?(2026) Kindvall, Juliais an essential part of childhood, but despite laws and regulations play is not equally accessible to children with movement disabilities. Previous research emphasizes the importance of play and explains the negative impact of lacking opportunities for play. Research shows that more equal play options are necessary, but suggested solutions are commonly centered around quantitative metrics or new playgrounds. Old playgrounds are often left partly or fully inaccessible to children with movement disabilities. The question is then: How can an existing playground be adapted to create more equal opportunities for play for children with movement disabilities? This thesis uses literature studies and case studies in combination with interviews of key stakeholders to explore how to better accommodate children with movement disabilities. Playgrounds can be adapted to children in different ways, but there are three core design principles. The first is to even out the imbalance in play options between children with different abilities. The second is to work site specific, since every playground is different. The third is to provide opportunities for children with different abilities to play together. To test these design principles, a design project was made in the playground in Nässjö city park. The aim is to seamlessly integrate opportunities for play for children with movement disabilities into an existing play landscape. To also consider the environment, changes will be made mainly with reused or natural materials. Two features of the current playground were chosen as the main focus and intervention points. The first is the obstacle course which circles the whole playground, inspired by nature play and playotopes design strategies. The second is the presence of waterthemed elements around the playground. Neither of these main features are accessible to children with movement disabilities, especially not for those with mobility aids. By designing alternative routes for the obstacle course and building upon the water theme through new play equipment, opportunities are created for children with movement disabilities to participate in play related to some of the main activities in the playground. This creates more equal experience, as well as providing new play equipment which everyone can use.
- FORGOTTEN not LOST: REFRAMING BUILT HERITAGE THROUGH ARTIFICIAL EXCAVATION(2026) Myrberg Odsvik, EliasWith the renewed debates around Swedish Cultural canon and questions of national identity, this thesis explores the fragility of heritage as a social construct, one always in flux and embedded in the daily practice. When heritage ceases to be lived and becomes merely documented, it loses its vitality and becomes an artefact in itself. This process creates gaps in the collective knowledge in how material- and cultural heritage are understood. The thesis engages with theories of adaptive reuse (Plevoets, 2019) through a thematic synthesis of transparency and palimpsest (Eisenman. 1998), material culture (Harvey, 2018) and ontology (Frampton, 2017) to examine the relationship between heritage, knowledge and continuity. Through literature and case studies the thesis establishes a set of design tools. These tools were applied to Ragnhildsholmen castle ruin to provide a real world example of adapting the theory into architectural form. Through an iterative process the findings are refined, evaluated by adherence to theory.The result is ultimately a design framework for a method that handles the built heritage both as artifact and narrative, exploring how collective identity and belonging is continuously rewritten through the material traces of the past. The final design proposes an architectural experiment where architecture is constructed using fragmentary traces of Ragnhildsholmen on different scales and levels of abstraction resulting in a distorted echo of cultural memory that reveals how heritage once embodied in material, mutates through time.
- DANCING WITH SPACE: Towards a Performative Model of Interactive Architecture(2026) Táborská, Tereza, Táborská, TerezaThis thesis investigates how an interactive architectural space can respond in real time to the qualitative nuances of human movement, with dance as a primary model of embodied and expressive interaction. The research addresses the limitations of static architectural space and conventional reactive systems by proposing a spatial environment that actively participates in a dialogue and exhibits autonomous behavioural expression, positioning architecture as a co-creative participant rather than a passive container. The theoretical anchoring draws on performative architecture, embodied interaction, cybernetic theory, and spatial atmosphere, reframing architecture as action rather than an object and shifting the Cartesian paradigm toward experiential knowledge “I experience, therefore I am” (Simanowski, 2011). Interactive spaces are interpreted as cybernetic systems that, through sensing, interpretation, and spatial response, form a continuous feedback loop between the human body and its surroundings. Sensory congruency is examined as a key condition for atmospheric coherence across individual sensory modalities (light, sound, texture) to produce a fluid, positive experience (Spence, 2020). Projects, including Mapped Empathies (Requena, 2018), No One is an Island (Random International and Studio Wayne McGregor, 2020), Messa di Voce (Levin and Lieberman, 2004), Shylight (Studio Drift, 2014), and Sky Symphony (Skyform Studio, n.d.), inform both conceptual and technical development. This work, using the presented theoretical foundations, proposes a conceptual model of interactive architecture organised into three interdependent layers: sensory, cognitive, and expressive. It describes how sensory technologies record human movement, how computational processes interpret the qualitative aspects of movement, and how spatial responses are realised through light, sound, or kinetic transformation. Methodologically, the research applies practice- based design experimentation, combining motion capture technologies (Kinect and MediaPipe), real-time data interpretation within TouchDesigner, and iterative prototyping of individual responses. These investigations explore how movement can be translated into spatial, visual, and auditory responses through cyclical interactions. The thesis demonstrates how strategies such as “imperfection to emergence” (Mun, 2023) can foster discovery and co-creation by introducing controlled uncertainty into interactive systems. The final prototype and installation design contribute to the contemporary discourse on interactive architecture by advancing models of embodied spatial experience that integrate technological response, architectural agency, and human perception.
- Sound Visualization: Translating Soundscape into Spatial Experience through Responsive Installation(2026) Chen, HuiThis thesis investigates how environmental sound can be translated into spatial experience through a responsive kinetic surface canopy. Sound is constantly present in public space but usually invisible, making it hard to sense the existence. Instead of treating sound as a acoustic information, the project explores how sound frequency can become a trigger for visible and bodily perceptible movement. The research is inspired by cymatics and Chladni plates experiments, in which sound frequency generates visible patterns and forms with physical matter. The thesis refers to spatial experience of ‘soundcube’ from Leitner in 1969 and responsive architectural interface from Michael Fox in 1967. The research combines sound recording, frequency analysis, digital modeling, and physical prototyping. Environmental sounds are collected and analyzed as relative frequency data. Meanwhile, a kinetic surface system is developed through iterative prototypes, testing how a flexible and segmented surface can produce feasible movable patterns. The principle that higher frequencies generate pattern of more complexity is applied, therefore, environmental sound frequency determines the complexity of the surface movement. The final design proposal applied this catalogue to a responsive canopy installation in public space. In this design, eight Chladni pattern are selected as visual references for catalogue of kinetic surface patterns according to their complexity. Low-frequency sound activate simpler and broader surface movements, while higherfrequency sound trigger denser and more complex patterns. Through this application, the movement triggered by sound becomes spatial experience in public space that can interact with human. The thesis contributes a design approach for translating environmental sound frequency into kinetic surface system. Through the use of Chladni patter ns and frequency-based complexity principle, sound is transformed into visible patter ns. The project positions sound visualization as an architectural process that connects c ymatic phenomena with responsive installation and spatial experience.
