Today’s world is characterized by a hysterical motion toward change, re- placement and consume. The congestion of the everything-right-now men, not only as a lifestyle or a set of values, but as an ontological issue.
It is not surprising that Internet become so fundamental in everyday life: from the metaphor of the journey for few, we moved to the paradigm of the diving for everyone everyday – virtual reality, augmented reality […], from private space to public space, even to the political space of the recent years.
Mediascape gradually overlapped landscape (the physical space), due to the huge amount of stimulating, new HQ contents, ready for anything, for who never has to ask. Small merchants swallowed up by Amazon, with package delivered to us while we are comfortably seated on the sofa watching Netflix, instead of get dressed for the cinema.
Internet compressed space and time and radically changed our habits: there is an app for everything with the aim of avoid interactions with the real envi- ronment as much as possible.
It is no longer a generational issue, but a concrete fact: physical space be- comes more and more corollary: Facebook is enough to communicate, Tinder to go out with someone, Street View to travel the world.
However, the more the society condenses in the Internet, the more the phys- ical (especially the public) space becomes where protests, demonstrations, ephemeral events or parties, ceremony or rituals take place.
There is an unconscious need to rebalance the physical space accelerating it to Internet attractiveness, and this is the fulcrum of this thesis: a physical entity, an object which encompasses a virtual entity that makes this possible. Architecture plus program.
The object is an experiential topography made up of various surfaces, metro- politan biomes with different narratives. A videogame that can be reassem- bled in multiple spaces multiple times. A triangular landscape of 30m side that acts as a stage for a forest of heterogeneous activities schedule, mostly for entertainment and leisure. Always active even if no structured activities are carried out. In fact, due to its morphology it can be used as a skatepark or as a Temporary Autonomous Zone.
In the research, around fifty existing human celebrations, historical events, party typologies, social dynamics and rituals are analyzed. Some of them, after being baked, generated entertainment devices that are then placed on The Surface.
Three generic sites are then used as Petri plate to incubate the possible de- velopment of The Surface hypertext of activities: the city center, the suburbs and the junkspace.
The Surface is an entertainment carousel, transgression and play able to bring back the interest on the physical space and on the body, which has been atrophied for too long by intensive Instagram, Facebook, CAD sessions.