This project started as a series of surrealistic games as a comment on the way that chance and randomness get played out within Manhattan real estate. Essentially Manhattan’s ghostwriter^2 played the game of the grid and the point of the corner, which reaffirms and deforms the grid. Manhattan has A.D.H.D.;therefore, the program needs to respond to this chronic syndrome. The architecture became a spatial vending machine exacerbating the symptoms of hyperactivity, distractability, forgetfullness, and poor impulse control. The periphery of the “machine” acts as display (multiplied storefronts)/ storage along a moving conveyor system for products spiraling up and then down to return to a baggage claim area for goods pick up. The interstitial space between the circulation of goods is circulation for scanning shopping where the program exists on stair landings to create moments of pause and maximise congestion creating buyer interests.
- sur[real]-sur[rational], abby richardson, adhd, architecture, retail, spatial vending machine