SHAKORI CARPENTER

01 The Wild West Days of The Internet: A Dissection of Digital Culture and` its Physical Resultants  
 
Memory, materialism, circumstance, and aesthetics play crucial roles in establishing an identity and making space. The trajectory of these four factors brings individuals and objects together through various means in both the digital and physical realms. The things we interact with daily form relationships with us physically, socially, and emotionally. Breaking or losing your computer or car can be as frustrating as fighting with a friend. Considering the importance of materialism in a Western cultural context, it’s necessary to examine how space-making shifts from the physical to the digital and ultimately to a gray area between the two.

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02 The SHOP

Following the 2O23 Architecture at Zero’s guidelines, a design competition for decarbonization, equity, and resilience in California, teams were instructed to design a farm technology lab with residential units for farm fellows. The project was situated in Allensworth, a quaint town in southern California. Being one of the first Black settlements established in the United States, Allensworth has persevered through constant stints of systemic racism, territorial oppression, and abrasive climatic conditions. The SHOP is designed to put itself third to that of Allensworth and its residents, working as an impetus for community revitalization, not as a “solution."

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03 TECHNO-PHYSICALITIY: THE CULT OF THE COW

A studio that initially centered on the mechanics of mass slaughterhouses and their technological laborers went off the rails, forming the Cult of the Cow. Upon starting, each group member began by questioning the condition of the commodified human body and its relevancy as a mechanism of labor.

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04 INTRO TO SUSTAINABILITY CARD SET 

Learn about materials, sustainability-focused vocabulary, and implementation strategies while playing your favorite card games.

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05 SUPER OBJECT

Developed by team M.A.R.S in the spring of 2020, the studio was tasked with creating a 1:1 scale model (6' x 2' x 4) fabricated through any means. With complete creative freedom, M.A.R.S constructed a super object composed of raw and hand-made materials, bringing architecture back to the notion of organic life.

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06 ENSAMBLE FACTORY WALL SECTION

In the final project for concluding the courses Design Implementation I and II, students were made to select a building from a given list, research it, and produce a digital mock-up of it. The only software that could be utilized was ArchiCAD. This project worked as a means of honing the student’s observation skills and practicing critical thinking in regards to material selection and construction techniques.

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07 IMPLICITY 

“Implicity” was my first-year, first-semester architecture school project. Coming into the world of design barely having knowledge as to how this world functioned, this studio served as a crucial means of laying the foundations for understanding space, form, modeling techniques, and time management.

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08 URBAN INVERSION

For the end portion of my study abroad in Rome, Italy, the studio was tasked with creating some form of urban intervention along Via Corso Vittorio Emanuele II, a long street that links Vatican City to Campidoglio. Based on the conditions of the site, I decided to produce a temporary and permanent market pavilion.

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09 PERSONAL WORK

A strew of projects taken up in the past.

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