Maxence De Block, Julia Vallvé & Arthur Poiret?
REVIVAL is born from the revitalization need of the Valley, according to the idea of setting up collaborative dynamics, that are assembled in a social and supportive economy cluster reaching the scale of Guebwiller region local council community (from French : CCRG – Communauté de Communes de la Région de Guebwiller). REVival is taking advantage of: the real estate opportunity given by an old factory wasteland located in entrance of Guebwiller, the old city centre railway stations and the promised reopening of the railway line. It suggests to (re)instore the synergy between all the present volunteer energies and opportunities, aiming to urge the Valley’s actors, all sectors together, to cooperate and work for a shared future.
This new configuration allows to associate and spread the Haut-Rhin economic forces and it illustrates a fair and humane way to conceive the territorial metabolism. The creation of the REVIVAL SCIC (Collective Interest Cooperative) enables the collaboration of three types of partners : the employees (producers, shopkeepers, …), the beneficiaries (users, clients and inhabitants) and collaborators (regional government, contributors, …) to work hand in hand. REVIVAL is based on a maximized logistic, organized around the conversion of the old industrial wasteland into a living multimodal logistic platform: a genuine living place at the heart of the process. Around the first acts – the interior street, the urban distribution centre, the market hall, the refurbishing centre and the project house – other programmes take place: a storage space, a professional training centre, a bar, then a co-activities space, an exhibition centre, a restaurant and workshop-housings.
A specific focus is given to the housing offer by providing family and modular housings in addition to the existing lofts. It is the sale of this appealing and affordable housing offer that must allow the financing of the whole site settlement as well as the financial equilibrium of the operation at the macroscopic scale. REVIVAL transmits the productive dynamic to the 20 other cities of the community thanks to its partners’ action and to a special attention given to the development of the productive potential of public spaces spread over the Valley. The local council community become a city of cities: a polycentric network system managed by its inhabitants producers. They product and share the local ressources. REVIVAL raises the Guebwiller local council community to a social, solidarity and productive cluster to make them be identified as an economic hub between Mulhouse and Colmar.
Who influences you graphically?
Tom Haugomat, a French illustrator who works with a range of restricted colors, influenced us. As the project is not a defined mass plan but an adaptable process, whichdefines itself in time, we did not want realistic perspectives but a drawing shows an atmosphere. One vision that the future actors can appropriate and seize the process that we came to set up. Regarding the axonometric view, we were inspired by old school video games (such as Simcity or Haboo).
What defined the language of representation of the project?
Revival tells the story of a process allowing the inhabitants of the florival valley to gain productivity based on the local resources of their own territory. Toexplain this process, we used many means:
The first one was the storytelling. In the beginning we wanted to create a real comic, but in the end we opted for a mix between a narrative and an architectural approaches.
There was also the idea of the system of notched gears, where every gear represents an actor (farmer, wine grower, transportation, inhabitants), belts are there actions (shares) on public places (transport, recycling, crafts, tourism…). The project comes to put the first gears and the belts in vouchers places (the first complementarities between various actors). This system allows the emergence of new wheels and new actions using the strength of the system to grow and develop while relieving at the same time this system. Through gears the vocabulary of productivity was applied in all our render.
Then, we reinterpreted different types of codes: video games, statistic and data representation in order to describe and share the process of our project.
What were the biggest challenges you faced when developing and representing the project?
We did not want to bring all the answers but rather to suggest the future with actors, in a didactic way. Following the example of ones video games, the way we conceived our render was made to be understood as a tutorial where inhabitants would have to write their own story.
Conscious of the render’s complexity of our project, we started to think about the representation while developing the concept, to make it as simple as we could. We had to figure out how to represent time in drawings, axonometric views (split in three periods of time) and in the layout itself (organized clockwise).
We had to face the scales’ gap between the site project buildings and the common village houses so we chose to consider the different spaces into a global regional scale.
Eventually we had to find a way to share the project to both architectural experts and inhabitants.
What is your take on the axonometric as the most complete form of drawing? What defined the articulation of the project through this and the views compared to the typical plan, section elevation?
To emphasize our will to show a process rather than a fully drawn project and to offer an understandable render, as people who are not used to read plans or sections, we choose the axonometric as it appears to refer to the imaging video games.
It was also a way to focus on the general functioning of the project and put aside the details and technical elements.
Adding a fourth dimension to the axonometric with the exploded view, we aim to give life to our project. The interest is to show the renewal of the site is possible.